Not sure if I’m posting to the right section, so please forgive me if this is in the wrong forum thread. I’m doing some R&D on new features, and would like to insert my own rendering pass somewhere in Unreal’s frame. I can’t find any documentation relating on how to do this, and am wondering if it’s even possible.
As an example of what I’d like to do (simple scenario), let’s say I have a bunch of custom quads I want to draw. I’d like to slot my own rendering pass in after post processing (but before UI) where I can manually render all of my items. Either through direct API calls (DX11/OpengGL/Whatever) or through Unreal’s API wrapped functions (assuming all functionality needed is there). For each item, I just need to issue the quad to draw (dynamic vertices with positions and uvs), set textures/shaders, and kick off a draw call. Similarly, can I call any sort of compute interface to do other custom work in said pass?
If anybody could point me to information or sample code, I’d be really grateful.