Aukke Production - Highlight & outline Post-Process

Pack Trailer : VideoHERE

Pack Overview : VideoHERE

Documentation : DocsGoogleHERE

Youtube Tutorial : HERE

Need a developer? Check out my website : www.aukkeproduction.fr

The Mesh Highlighting Post-Process Pack is an essential tool for game developers working with Unreal Engine. It lets you add a captivating visual layer to your game by dynamically highlighting meshes. Whether to indicate interactive objects, enemies, objectives or simply to enhance immersion, this pack offers a flexible and powerful solution.

Our pack includes pre-configured post-process hardware, easy to integrate into your Unreal Engine projects. You have total control over color, intensity and highlight thresholds, allowing you to customize the effect exactly the way you want it. Whether you're creating thrilling action games, puzzle adventures or realistic simulations, the 'Mesh Highlighting Post-Process Pack' is suitable for all genres.

Does this work well with replication? I’ve been banging my head against a wall trying to figure out how to apply post-process materials on a per-mesh basis AND ALSO on a per-player basis- which doesn’t seem possible as changes to things like the CustomDepthStencilValue get replicated to everyone, when I want it to ONLY happen on a single client (not to mention the headache of dealing with the server’s changes always replicating when it shouldn’t, when the client changes don’t)