Character Mesh Randomly Highlighted when Using Custom Depth Post Process Rendering For Outline Objects

I’m having a very weird issue that i’ve spend days troubleshooting & researching.

I’m using a world PostProcessVolume to set a post process material that’s used for highlighting actors behind when behind objects. It works great. You simply enable “Render CustomDepth Pass” In whatever actor you want highlighted, and this all works fine.

BUT, my character mesh is being randomly highlighted too, as if it has the tick box for “Render CustomDepth Pass” turned no in its blueprint (this is turned off). I don’t understand why the character is randomly getting highlighted at times even with this Bool turned off in all the actor settings.

CAUSE: I figured out the character highlights itself when the spring arm/cam is probing/colliding with any collision volumes attached to the character, even if the volumes are set to only overlap/query. The random highlights are fixed when I remove all the characters collision volumes (but I obviously need those)

Troubleshooting Completed:

-Unticked “Do Collision Test” In character spring arm
-Flipped through all spring arm probe channels
-tried moving the spring arm around so it doesn’t collide at all with the attached collision volumes
-I even tried changing my character blueprint’s mesh and materials to the SK_Manny, but this still randomly highlights

so its still happening after you fixed? as you have shown in CAUSE. first we have to find out when it is happening to start with debugging

I took a video the issue, here: https://imgur.com/a/stBQPtE

As you can see, my character mesh is unexpectedly behaving as if it is marked as “Render CustomDepth Pass” whenever the spring arm moves over an invisible collision sphere attached to the characters mesh.

Thanks for your reply!

Yes, its still happening, I simply recognized what’s causing the issue, but I’m unable to fix it.

When my characters spring arm moves over an invisible collision sphere attached to the character, the character randomly behaves as if it is marked for rendering a custom depth pass, which is what allows the character to have the outline material.

Please refer to the imgur link I posted demonstrating the issue.

Here’s A picture of how i’m using the common way of using a global PostProcessVolume in my world to make post process materials that create occlusion outlines for specified actors:

Here’s my character BP, and the tick box that SHOULD be ticked if you want that actor to be masked out by the material in the global post process volume:

Here’s the material im using to actually create the masks/outline effect around specified meshes:
(although this doesn’t matter, cause every material i use has the same issue)

can you disable render in main pass and test?

Disabling render In main pass just makes the characters mesh disappear completely in game

hi, is it solved? if not and if you don’t mind, can you setup - this custom depth setup in a new third person project maybe in 5.4 and send me so that i can test? its just that few settings to enable and disable to test it out and figure out the solution

I found the solution. I was using a plugin called ACBP_Compass that marks your character for a custom depth render in the background. I disabled that and its working now!

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