Hello, hope you’re doing well.
I’m working with first-person rendering and have the first-person skeletal mesh on the player configured as a First Person Primitive. So far, everything is working fine.
In the project, we also have throwables and weapons that the player can grab and use. When the player equips one of those throwables, we spawn an actor or a component (depending on the item) and attach it to the player’s hand.
Working with the character mesh as a First Person Primitive makes those attached meshes render differently, and you can see the character’s hand clipping over the mesh (even if it’s being held from behind).
The solution for this was to convert all attachable meshes to First Person Primitives, but we noticed that for some meshes this doesn’t work.
After some testing, I found that for certain materials, First Person Rendering doesn’t seem to work.
If I change the material of those meshes to the Unreal default material (the gray checker one used when no material is assigned), it works fine.
So my question is:
Is this behavior expected for specific material configurations?
Are there any limitations on materials used with First Person Rendering (e.g., translucency, special blend modes, etc.)?
Thanks!