I know there is a option box to check in a static mesh once it has been placed, but how can you add a skeletal mesh to the custom depth pass before it is placed in the world
Hey PhoenixWo1f -
There are two ways to set the Custom Depth in a Blueprint and it depends entirely on your setup, if you have the skeletal or static mesh in the components of the Blueprint the easiest way is to use the toggle in the Details panel of the Components tab:
Alternatively, if your skeletal or static mesh is not in the compenents tab but is rendered at runtime, you can call reference to spawned mesh and set it Custom Depth via Event Graph node. (For this example I am using the same BP as above the 3rd Person Character, so I had to show Inherited Variables to find my reference, but you could just as easily have pulled directly from the return value of a spawn mesh node.):
Thank You
Eric Ketchum