Hello… I’ve been waiting for many months now for a solution to this problem; FPS games NEED a way to control sorting of some opaque objects like guns, arms e etc. Will Epic help us to fix this issue or should I assume I have to ship a game ignoring the meshes clipping over character’s arms in my game because there’s really no solution to this?!
In Unity all I had to do was adding a second camera and tell it to render ONLY the FPS render layer where I assign the objects I wanted (arms, guns, 3d Hud)…
I also know Unreal 3 has something that works the same way. But UE4 doesn’t! Someone said there would be a solution for this problem when we was at 4.2… 4.7 is around the corner and nothing to resolve this problem was spoken again.
Please, I tried a lot of things already and nothing removes this problem. Doesn’t matter how good UE4 renderer is, if something like this happens to a character’s arms in player’s mind everything instantly turns into **** graphics. Need a solution for this ASAP, any ideas?! Please??
I’ve built a workaround for this; would be great to have a proper fix, but for now what I did was to accept the issue and add code to the character to avoid it as much as possible.
My character now has ‘self-aware’ gear, kinda. They know when something is blocking their way and will hold fire or any other actions related to the gear until the way is free again. To do that I set a flag using Physics asset collisions; if that flag is set to true I play an animation to retract back the arms then I start firing a line to detect when there’s nothing blocking the way again and let the arm go forward again. Not the best solution, but works for flat walls at least.
The irony, of course, being that your workaround probably looks better, both since the motion is realistic and since you won’t get lighting artifacts at places where the shadows think the arm is inside a wall but it’s rendered outside it
But I agree, it would be nice if we had more ability to play with the depth buffer values. For one thing I find myself frequently wishing for multiple “custom depth buffer” layers for certain effects, and for another it would allow manually positioning certain objects on top of the depth buffer like in this case.
I just tried the priority groups and it is not working, now the question is if we are using it the way we should what? It did work in UE3 (I used it for a lot of weapons and carried objects like a flag in CTF), so I do not know why it does not work in 4.6.1.
Isn’t that work around in quite some Call of Duty titles?