Custom Render Depth Failing
I want my meshes to highlight when I mouse over them. It is a Point and Click game with Blueprinted mesh objects. The Post Process Volume is unbound and covering the entire room.
I'm attempting to adapt the obsolete YouTube tutorial by Tesla Dev.
To do this I have replaced the reference to M_Highlighted.uasset in the old Example Content to M_Orange_Shiny_Highlighted.uasset.
Also, as there is no longer a Misc tab in the details of Post Process Volume, I am assigning the material in Rendering Features/Post Process Materials/Array.
Nothing is happening. Can anyone help me get this going please?
Image of Post Process Volume Settings; \\//
Image of Nodes in Mesh Object Blueprint; \\//
asked Nov 01 '17 at 06:34 PM in Rendering
Custom render depth works like a before in 4.18.1. I have it in project moved from 4.17 and other created in 4.18.
Reason why this is not visible is bad material. This orange shinny - I don't know, maybe this is material used in Content Examples from Epic, so you should check here how to use it, but maybe this material just not working.
This is image where I use custom render for debug (normally without glow effect, but both simple outline and glow like a here works well in 4.18)
I use PP_Outliner_Inst in post process volume, you can find it over the web
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