With UE 4.8 and earlier, I was able to create a highlight effect around objects that the player was close to and looking at by setting a render custom depth that corresponded to a material in the post-processing volume (simple blueprint pic attached). After the update, though, this tactic no longer works.
I understand I need to switch to using the “add or update blendable” function, but this new setup, which I guess updates a blendable’s weight in the post processing volume (correct me if I’m wrong), seems like it will apply that weight to every mesh. How can I go about applying the highlight material to just a single target mesh using the new PPV setup?
In the meanwhile, I have to build today and I have found the same problem, so I use “fresnel” node in the shader to simulate the highlight material rendering. Connect it to a vector parameter with the color you wish.
The way to apply the PP is the same than before, just has changed the property in the material. Check it out if you still have setted up the blendable in the PP settings (camera or PP Volume). If I were you I’ll change the Set Render Custom Depth like a function in the class, cleaner and easier to check were is your error, instead of get component by class just take the Static Mesh Actor component in the class, I place for you a nice example, just center in the highlight porpouse, leave the rest for your case.
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wow, finally got this to work - realized i had hastily changed every sceneTexture node to PostProcessInput0, when the only one that needed to be changed was the very last node that actually contributes to the Emissive Color. The other SceneTexture nodes should remain set to CustomDepth. Thanks !
Hey guys,
I’m trying to do the same Thing in Unreal Engine 4.13. Unfortunately my engine doesn’t recognize m_Highlight that I downloaded. Most tutorials are based on the Highlight material from the UE example Content and I can’t seem to get it into my Project. Any ideas?