Hello,
I’m using Unreal Engine 5.4 and I’m having an issue with outlines via post-processing.
In my project, I currently have a material that acts as a ‘highlight’ outline which, when you hover the mouse over it, shows where you can interact with the object.
This material works very well and is placed within the post-processing volume material.
The problem is that I’ve created a new outline for the project’s design, which is applied to all the assets in my scene within the project.
I’ve therefore placed it in the same way as the first one, within the Post-Process Volume material, but the problem is that it conflicts with the outline highlight.
As you can see in the images, the outline highlight appears to be cut off by the second one.
I hope to find an answer here.
Thank you.
Hello there @Ant-Pro1!
Checking with my peers, I think both of your post process mats are writing on the same buffer, so whenever one activates, the second one overwrites what the first was doing. UE is rendering both at the same time, but they have no instruction on how to interact.
You could test by creating a combined material for both effects, so they stop overlapping with each other. But if you prefer to keep them separated, you can use blend priority to tell them which one goes first.
Open both materials, and look for their “Blendable Location” setting. If they are both using the same location, then they will continue to clash. Set one has “Before DOF”, and the other one as “After Tonemapping”. Save the changes, check how they behave, and switch them around if the result is still not there.
Hello, Thank you for your reply. After several tests, I found that the solution was indeed in the “Blendable Location” setting, but not under “Scene Colour After Tonemapping” – it was under “Scene Colour After DOF”. Thank you for looking into this. Have a nice day.


