Render in offset order

How I can get this rendering order that the character is above the marker and and everything else is below the marker?

https://forums.unrealengine.com/attachment.php?attachmentid=4608&d=1402038597

I tryied using World Position Offset referencing using camera offset, like this:

But I cant get the right result.

7927-screenshot_6.png

There’s no explicit control over sorting supported, it’s just done by a depth buffer.

There might be a way to do something like this by doing your own depth testing in the translucent effect material. Basically you set bDisableDepthTest on the translucent marker material. This will make it draw over all opaque stuff. But then you use a DepthFade node to do your own depth testing, and you set it up so that near the beginning of the marker, the DepthFade distance is very small (depth testing enabled), but in the middle of the marker the DepthFade distance is very large (depth testing disabled). This isn’t explict control over who draws over what, but it should give about the same result.

Is render order/sorting something that will never be possible in the engine because of reasons related to architecture, or is it just a missing feature? I could definitely use something like that right now.

Just curious.

EDIT: Using your solution seems to be working for my needs so far, anyway. Thanks!

I ported a game from Unity to Unreal, and in Unity we used layers to sort draw calls effectively and allow more flexibility than what the z-buffer can provide. I really hope this gets supported in Unreal, it’s the sorest point for us.