How to implement an "outline" effect on interactable loot ONLY (not player)

Hey material experts, I’m new to materials and post processing and I want to highlight nearby objects like in the example below from Mercenaries made in UEFN. I want to also remove the outline after the player interacts with a button_device.

I’m trying out different materials from UE blueprint, but they all require Post Processing materials and volumes which outlines all objects with “Render CustomDepth Pass” checked on each static mesh. The problem is it also outlines the player and all of these objects through walls.

How do you think this team pulled it off so that each loot prop has its own highlight logic? It seems Overlay Materials are the normal way outside of UEFN but these are missing in our UEFN static meshes. Are the materials supposed to have non-Post Processing settings? Is it as simple as switching materials in a prop? @Wertandrew any tips???


Stencil buffer and use with post-processing materials and zones iirc, then only apply it to one state of the BP actor

Thank you this helped me figure it out! So I ended up not even having to use the material bp’s I found online. Coudn’t find Stencil “buffer” in UEFN so I just used CustomDepth Stencil Value of 2 on the static meshes and it outlines for me. For some reason, no other numbers besides 2 works.

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