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Hiding decals per camera

Hi there! Making a multiplayer game and I'm running into a problem.

I've got decal-based footprints that I want invisible to the camera, but visible through a SceneCapture2D. I've got a device that can be seen through to see these 'footprints' but to the naked eye they are invisible.

I've tried using this approach: https://answers.unrealengine.com/questions/423830/how-to-set-actors-visibility-per-camera-1.html?sort=oldest

By setting the footprint decal actors to be hidden by the player controller in C++. But apparently it does not work for decals, any static meshes I'd have in this actor are properly hidden but the decals are not, probably because they are deferred or something.

Any ideas on how I might get this to work? Having a decal visible to a SceneCapture2D but not visible to a camera/player controller.

Thank you!

Product Version: UE 4.19
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asked Dec 15 '18 at 06:47 PM in Blueprint Scripting

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avatar image VaultedSky Dec 15 '18 at 06:49 PM

I've also thought about somehow using a material function or something to be able to set the opacity of the decal material to 0 if rendered from a camera, and set opacity to 1 or full/visible when rendered from a scenecapture2d component...

avatar image VaultedSky Dec 15 '18 at 07:12 PM

toggling 'show decals' console command works in theory but then all my other decals are lost as well, and I am using a lot of decals. Looking for a way to affect specific decal actor classes or material instances, I guess.

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