Invisible light wavelength emiter?

Is it possible to set the color of a light source outside of visible color spectrum?
I would like to have either ultraviolet or infrared light emiter in my scene and a special camera that can caprure those colors but doeasn’t capture RGB. Is that doable without C++?

I don’t really have a solution but at least a direction for further research/posts:

There’s a lighting channels feature for making certain lights only light certain surfaces, you could probably see if you can make/modify a camera that only sees certain lighting channels or make some kind of special render buffer for it - I have no clue how to do that but that’s a start.

I don’t think the engine supports anything outside of the visible spectrum. Your implementation will probably have to use different layers of light and some post processing stuff to make it look like UV/infrared capture.

I actualy don’t wanna display it at all. I want to use it as a mask and then make a different camera output alpha where the mask is.

The goal is to capture certain objects in the camera view and have a transparent (alpha) background in the backround in the capture, so that I can combine it with a view from another camera running different post processing.

So for this method of trying to do this I basicaly want to use a chroma key. But I wanted to chroma the ultraviolet light so I don’t actualy lose any colors in the visible spectrum from the scene.

Is there a better way to do it?

Unreal doesn’t support light beyond visible spectrum because colour space doesn’t support beyond visible spectrum.

You are going to have to create a black and white texture for each asset that shows how ultra violet or infra red it is. Hook those into the materials that are only shown when viewed through appropriate camera and have that texture displayed as appropriate.

Using custom depth stencils you can mask certain objects in the scene. You will have to perform a depth test as well, otherwise the objects will shine through objects that are in front of them.

This sounds a bit overly complicated and performance hungry. Perhaps you should consider using the stencil mask I mentioned to blend colours inside the same post process material instead. (If that is possible for what you’re doing)

You can probably achieve something similar with Lighting Channels.

When you use that camera, you should turn on every light that affects channel B light and turn off all the lights that affect channel A (Object should have both channels enabled in order to work), if you don’t do that meshes could get over exposed.

Talking about this, if you want to render two different cameras at the same time I don’t really know how to do it.