You can definitely control the height of a cylinder but I’m not sure exactly what you want.
The material is on a cylinder? And you only want the roof to be visible from 10m away, and you want the roof of the cylinder to have the same shape as the ground.
Draw something in 2D with windows paint to help people understand.
I want to use a cylinder as a wall around a play area on my terrain, sort of like they do in battleroyale games but my cylinder doesn’t move. I only want to see the cylinder for 10m above the terrain and make the rest of the cylinder transparent.
If my terrain was flat it is pretty easy to do but with some hills i have to make the cylinder very high so that it overlaps the hills.
Is it possible to detect where the cylinder intersects the terrain and use that to control the height the material is visible on the cylinder?
To summarize i only want the red material on the cylinder to come up to the height of the black line and as the cylinder shrinks it adjusts to the terrain so it is always the same height above the terrain
Thanks for the advice i have updated the post with an image and some more info
I got something like that with the Depth Fade node. But it only works on objects that are close to it.


I don’t really know how you could do this but you could try to make two versions of your geometry in another program then in UE4 place the second piece 10m above your geometry to use it as a cutoff point for the cylinders emissive effect. You would need to look into Custom Depth and stop rendering the cylinder if it overlaps the duplicated geometry.
The duplicated geometry would need to have some thickness for where you don’t want the cylinder to be rendered.