Are there any know tricks in UE4 (4.13 to be exact) that allows us to have FPS character gun that is not clipped by walls ?
For example our character have very long riffle (say it’s 1 meter long) and when you get close to the wall the barrel of it penetrates the wall with looks ugly.
Are there any solutions for this ? (previously in my own engine I’v tricked this in vertex shader (passed slightly offseted .z coorninate of projected vertex coord)), but since UE4 is deferred and probably relies on proper Z value for retrieving worldspace position from ZBuffer this trick will not work.
Other solutions that comes to my mind require modyfying of engine source, but meybe there is already some neat trick that allows us to have gun that is not clipped by walls ?