I thought that if actor has channel and I can do that some channel only rendered
if i press key F1 -> channel_1 : only render and channel_2,3,4 render off
else if i press key F2 -> channel_2 : only render and channel_1,3,4 render off
else if i press key F3 -> channel_3 : only render and channel_1,2,4 render off
else if i press key F4 -> channel_4 : only render and channel_1,2,3 render off
so,… can i assign channel to actor ?
not BP, i do C++
It would be possible to do this using Custom Depth however to do so in code would require you to make extensive changes to shader code. Typically render depth is set per instance using the Render Custom Depth Pass checkbox in the Details panel.
We have implemented lighting channels, but not individual rendering channels. As mentioned, this can be handled with the use of Custom Depth. Take a look at some documentation made by an Epic staff member and community contributor.
Your best bet would be to use a combination of Custom Depth and modifying a post process blendable. Something along the lines of setting the Player Character and enemies to use the same Custom Depth Material/Stencil, and then on an event, darken and increase the contrast of everything thing not tied to the custom depth via a post process blendable.
The documentation I provided should get you started on how to go about setting up your custom depth. The post process blendable is pretty simple to control and we have documentation on that as well.
Post Process Materials
Good luck and let me know if you have further questions.
I worked up a Blueprint project showing the basic setup you are describing and using the Picture above as reference. It has a UI which is always in focus, “fighters” which remain in focus and a background that comes in and out of focus based on a key press.