Disabling depth test on masked / opaque material - how ? (custom depth?)

I need to have static (or skeletal) actor/component to draw on top of my scene (but before certain actors/components that are close to camera). I saw something about custom depth pass online, but it didn’t seem to explain in simple terms how to set it up for such a basic effect.

Can someone please explain how to set up material and custom depth pass to achieve what I need ?

Thanks

Hello, I’m revisiting an old topic. Has anyone found a solution to this problem?

There’s no solution, you can’t do this without modifying the engine. It requires rendering the actor in a separate pass, which is only done for translucency. This is why translucent materials can have disabled depth test but opaque/masked ones cannot.

Depending one what you are doing you can use hacks like scaling the mesh or its vertices so that it is closer to the camera, this will cause various issues with the lighting though.

I found another way to do this - just using billboard component with texture with alpha

Hi @MeloinUnreal Could you please explain your approach in a bit more detail?

Sorry, i wrote this message to early and finally my way didnt work.

So only way that worked for me is manually create a static mesh with some geometry and apply translution for this material and disable depth test inside material editor

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