Display occluded and unoccluded areas in Real Time

Good morning,

I’ve been doing some research into occluded areas in Unreal Engine 4, mainly by reading through some of the Blueprint nodes in the official documentation and in this article by Tim Hobson (http://timhobsonue4.snappages.com/culling-visibilityculling.htm). My main goal is to create a blueprint that we can use to show occluded and unoccluded areas from a camera´s point of view.

Take this image as an example (http://cdn.snappages.com/t02va2/assets/2687194_2906689_1464151687.png) In green you can see what is being rendered within the camera’s FOV, and in red those things that are not rendered even though they are within the same limits. What I would like to create is that same effect in real time in Unreal.

So far, I’m aware that we could use the “Get Camera View” node to see what the camera sees. But how can we paint - in green, for example - whatever is inside the FOV and red for what’s outside? Maybe through a post process effect?

Something important as well would be to be able to paint exactly what the camera sees, and not the whole object in situations when you can only see a part of that object.

I know this might be complex, but it’s something that I think can be pretty cool, and at the moment I’m not very sure how to continue with this. Any ideas?

Thanks for your time to read this!