I am using a postprocessing material to get a certain visual effect in my game. However, I want the character model and some particle systems to be unaffected by the postprocessing material. To achieve that goal, I enabled custom depth stencil rendering and set its value to 1 on the objects I wanted to keep unaffected by the material, and edited the blueprint material to only apply when depth stencil is 0. However, doing so did not prevent the effect from being applied to the character, but only made a flickering white outline appear around the character model. Below, I have provided two links to show what the character model looks like with custom depth stencil set to 1 and what It should actually look like without the filter.
Link to a picture showing a render without the postprocessing material.