For those wondering, yes I was able to get this to work, but it’s not right now. It stopped working when I came back to write a step-by-step guide for doing this a while back, and I haven’t had a chance to try and fix it.
How I got it to work (when it works):
- I created a wireframe Post Process material with three color support, based on stencil ID. (Neutral, Ally, and Enemy.) I also used Scene Depth to clip the far distance. Everything is parameterized for customization. (This was honestly one of the harder things to setup.)
- I created a Texture Render Target 2D as a variable for the ship’s blueprint.
- On construction, I create a blank Render Target 2D, and assigned it to that variable.
- I added a SceneCaptureComponent2D to my blueprint.
- I also create a Dynamic Material for the post process material, so I could change the FoF values based on blueprint values.
- Blueprint FoF values set stencil mask values.
- Dynamic Material is set as only material in SCC2D’s Post Process Materials at construction.
- The SCC2D’s Texture Target is set to the Render Target variable from step 2, also at construction.
- By changing the FoF values of the blueprint, I could then see them show up (in real time) on the ship’s main display, and change colors as I change their FoF faction ID. It was exactly what I wanted.
This worked for a while, but now, the problem is that my SceneCaptureComponent2D isn’t capturing the scene at all, and I’m not sure why not… Even when I remove everything and try to JUST capture the scene as-is, it’s not working.