Above you see a demo of the Content Example (run in Unreal Engine 5.5).
The only thing i changed was the color of surface behind the two green panels because I was curious whether the alpha holdout really works as intended.
(refer to Material Blend Modes Section “Alpha Holdout”).
We can see that it does not work as intended. I have checked the properties, but first I am confused about the description of the demo:
“the receiving surface should be using one of the other translucent blend modes” → Why then Opaque Surface is labeled with “Alpha Holdout over Opaque (Punch hole)”. I thought punch hole works with Translucent, not Opaque. Anyway in both cases, we dont actually see through a hole but we just see a black dot projected on the surface. I tried to do this outside of the content example project. It shouldn’t be a huge setup:
- Set a surface to e.g. translucent, masked or additive (just dont set it opaque)
- Set another panel with an alpha holdout material just in front.
This alone should work (I mean thats how others in tutorials did).
But it is not working on my side as well as even in the Content Example, so I am curious whether anyone can confirm that it actually does work in UE5.5 (and upwards).
Note: I did enable “Alpha Output” & “Support Primitive Alpha Holdout” because I thought that is necessary. But that did not fix it.