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Trace and Postprocessing Volume

I have set up an post processing volume, where I have an highlight material activated( inside blendables). The meshes within the post process volume have the custom render depth set to false. I want to set the custom render depth to true withing the blueprint by using a trace. This because i want to hover my mouse over a mesh to see it light up.

Anyone can help me out?

Product Version: UE 4.11
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asked Dec 13 '16 at 04:21 PM in Blueprint Scripting

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have it fixed myself,

turns out i can set the render depth to true via a node. So trace is not necessary

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answered Dec 20 '16 at 11:30 AM

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avatar image EduardoS69 Sep 16 '18 at 08:00 PM

How did you fix it?

avatar image Adjeuh Sep 17 '18 at 09:44 AM

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avatar image Adjeuh Sep 17 '18 at 09:45 AM

If i remember correctly, i used blueprints to access the render depth node... So for example, When mouse over, set render depth to true, which makes the post processing visible. I've not used trace for this.

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