Check if pixel is occluded with depth mask

Ok after some time I’m still stuck at this problem.

I looked in some files (CameraStackTypes.cpp, SceneCaptureRendering.cpp) to find a clue how the matrices are initialized. There I found something strage:


ViewInitOptions.ProjectionMatrix = FReversedZPerspectiveMatrix(
				FOV,
				FOV,
				XAxisMultiplier,
				YAxisMultiplier,
				GNearClippingPlane,
				GNearClippingPlane
				);

The near and far plane values are the same, GNearClippingPlane. Very strange.

I tried this and other things but with no success.