Hi,
So I’m very new to materials and really need some help. I’m trying to build a World Position Material similar to the one in the answer here: https://answers.unrealengine.com/questions/54845/view.html. Instead of just having a single cut-off, however, I want to see the very base of my mesh at all times, then have the material become transparent up to a certain point, where the mesh becomes visible again for a short stripe who’s world height is set by a parameter I have connected to my mouse scroll wheel, and then be transparent again to the top of the mesh.
The purpose of this is to set an active layer for a 3D grid built using a procedural mesh component. I want the grid layer on the ground to be visible at all times, and for all the other vertical grid layers to be transparent except for the one the player currently has active. With the solution from the previously mentioned thread, all layers between the ground and currently active grid layers are visible and readability really suffers.
I’ve gotten far enough that I can pass my grid’s Default Scene Root into the material for the ground layer, and I have a parameter already created for getting the active layer height. Any assistance proceeding from there would be greatly appreciated.