Make mesh translucent and always render in front of certain other meshes/actors?

So now that I’m now able to play damage animations based on the attack thanks to these forums, I decided to post here another problem I’ve had and have not been able to figure out.

In Punch-Out!! Wii, Little Mac is translucent in a way that you are able to see his eyes or mouth from from behind, and it also seems that he’s always in front of the opponent.

Basically, I want the player character to do this too while also appearing in front of the opponent character.

As always, any and all help would be immensely appreciated!

Looking at it, you’d just need to have a material applied to the player mesh that has opacity enabled controlled with a parameter node, so you can change the opacity in realtime. You’d just need to figure out the logic (depending on your game’s design) of when opacity is applied and removed; this can be done from the player’s class itself (look into the create dynamic material instance node).

Epic’s documentation covers all of this stuff pretty well, so you should dig through that.

I took a look at it as you said.

Unfortunately, I’m still not quite sure on what I’m supposed to be doing in order to make my mesh transparent

Does this work for meshes with multiple materials?

You need to set up each material to be translucent in order for each of them to have opacity you can then adjust (see the link below).

You would also need to create dynamic material instances for each and apply them to the mesh so you can reference the material instance and change the parameters for opacity.