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Object outline in 4.14

I've been searching for some time for tutorial on object outlining:

alt text

There are pretty many tutorials on the youtube, but the problem is - all of them are outdated. Most famous are from 2014, most recent is from 9 months ago and they are outdated already - attached materials doesn't work. I just want a minimal example on creating materials outlines, like the picture above. Could someone actually tell me how to do it from the beginning to the end?

Product Version: UE 4.14
Tags:
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asked Feb 09 '17 at 08:16 PM in Rendering

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Ch3shireCat
186 19 21 26

avatar image Ch3shireCat Feb 09 '17 at 11:09 PM

Found working tutorial: here, together with download link - here

avatar image bobericko Dec 18 '17 at 10:34 PM

Nope. That doesn't work in UE4.18. Almost all of the calls being made in that material don't even exist in the newer version.

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2 answers: sort voted first

I was finally able to get the outline to work in 4.18.

I'll try to explain how I did it...

I grabbed the material download from the site Ch3shireCat used: http://www.michalorzelek.com/blog/tutorial-creating-outline-effect-around-objects/

I moved the uasset files into a folder in my Unreal project folder. (I had to open up the PP_Outliner_M uasset and manually re-enter the custom function calls for all the MF_ExtractDepth, MF_ConvolveTexture and MF_SampleSceneTextureNeighbourUVs functions since they didn't automatically appear. Refer to the image at the above link for the PP_Outliner uasset)

In Unreal, open your level that will display the item to be outlined. Add a PostProcessVolume to your level

  • check the "Infinite Extent (Unbound)" checkbox

  • Add an element to the "Post Process Materials" Array

  • "Choose" Asset Reference from dropdown

  • For the "None" dropdown, choose PP_Outliner_M material... NOT the
    PP_Outliner_inst material instance

Open up a static mesh object that you want to outline:

  • Check the "Render CustomDepth Pass" checkbox

Run your level and you should see the outlined object.

If you want to only show the outline when you're looking at the item, just follow the tutorial at http://www.tomlooman.com/tutorial-multiplayer-supported-usableactor-system-in-blueprint/

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answered Feb 05 '18 at 07:05 PM

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sylercider
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avatar image Jimp- Feb 20 '18 at 06:05 AM

Thank you so much! Just curious. How do I extend the distance before the static mesh lights up with an outline?

avatar image sylercider Feb 21 '18 at 03:50 AM

I believe it's the MaxUseDistance variable that controls that. It's used in the GetUsableActor function. I haven't played around with the distance yet, but I will soon.

avatar image Two-faced Jul 23 '18 at 04:35 PM

https://www.tomlooman.com/multi-color-outline-post-process-in-unreal-engine-4/ plus this answer allow you to create L4D2-like outline.

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I got running 2 highlight materials in UE4.19.

1 - Soft Outlines: based on the SpiralBlur-Texture material function, which comes with the engine. (used this tutorial: http://www.tomlooman.com/soft-outlines-in-ue4/), which, basically consists of taking the SpiralBlur-Texture material function and replacing the texture with the current tecture of the mesh inside the shader code.

Unfortunately, this does not work in VR, the effect gets displaced.

2 - Hard Outlines, from this tutorial: http://www.michalorzelek.com/blog/tutorial-creating-outline-effect-around-objects/ Download the content, get the functions into your project, re-set all functions and re-link all the broken links in the PP_Outliner_M as per images. Hint: the "Sobel Operator - Vertical" and "Sobel Operator - Horizontal" are the same, except the colors, so you could re-set/re-link the first one and copy/paste to the second one.

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answered Apr 09 '18 at 12:58 PM

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Constantin Suman
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