Collisions based on what is visible on the screen

Hey everyone,

I was wondering if anyone could help me with a technical problem I’ve been struggling with for a while now.
Is it anyway possible to handle collisions based on what is visible on the screen with UE4.
In case my question isn’t very clear here is a project that illustrates what I’m trying to achieve:

What I can think of is you can use Spatial partitioning to enable collision based on which grid your character is standing on. Or you can use occlusion culling, since occlusion culling on renders objects based on what your camera can see, then you should make use of the method and try to find a way to disable/enable collision. Or you can use a cheat way by using the position of the objects and enable/disable the collision. That’s really up to you.

Occlusion culling:
Spatial Partitioning:

Really the character collision in that video is 2D. There’s a couple ways I could see doing this:

  1. Render a simplified version of your scene (e.g. no lighting) and use pixel based collision, then update your character position and render the full scene.

  2. Save your last rendered scene to a texture (when you render your scene you could render collidable geo to a simple B&W texture) and use it as your basis for pixel based collision, this has the benefit of not needing an additional rendering pass but your collision will be a frame behind (not sure that it matters in this case though).

  3. Grab the collision in the scene (culled by camera frustum) and use the camera and projection matrices to create a series of 2D collision objects - or one big poly soup object. Not sure how well this would work.