@AnotherZach That won’t work for the project that I was working on at the time, because it was a 3rd person card game. You have a character that moves around within an environment, and combat sequences that deal with the interaction of cards (which are 3D meshes with UI-domain materials applied to them for dynamic text and whatnot). The cards appear in front of the camera, but presents the issue of partially clipping through objects within the environment (since both are 3D meshes, and you have control of a 3rd person camera). I’ve also tried the offscreen rendering approach, but it had some issues with inaccurate raycasting vs projection. I’ve also tried simply “fading out” the meshes that the cards would be colliding with, but the results were terribly ugly – for example, you could often see through the environment “into the void”, or some environmental meshes were simply too large for such an effect to make any sense. Also, performance issues arise when everything in sight is needlessly translucent.
@NilsonLima I can’t remember if the card materials were translucent or not, but it doesn’t matter since the environmental meshes that they would be clipping with can’t all be translucent (again, due to performance reasons). Some maps simply have too many different meshes in plain view of the camera at a time, which is fine for static meshes with opaque surface materials. But as soon as you start adding translucency to everything, it gets messy.
I’m fairly certain that the only reasonable solution here either includes some magical shader code, some changes to render code, or both… And after poking around with the UE4 code base for a while in search for answers, I’ve long since admitted defeat and have been working on other projects. So perhaps these workarounds might work for some people, but personally, I’d be more interested in an actual solution to have more control over the renderer, rather than a workaround that effectively simulates this.