Render emissive masking per pixel?

I am looking to find a way to determine whether or not to render the emissive input of any given material on a per pixel basis. E.g. If I want to look through a piece of glass and see a ball glowing and when I look directly at it it is not glowing…or I could see the ball halfway through the glass and only that half would be glowing whereas the half I can see that is not behind the glass would not be glowing. Is there a way to accomplish this with UE4 out of the box?