NEED HELP: How I can get the SphereMask to be attached to me?

So, I’ve set up my own X-Ray like Vision ability with objects highlighting, when triggered, and I tried to get the SphereMask to be attached to me, so that, when my Vision ability is active, and I move away from these highlighted objects, they are no longer visible outside the set range of the sphere.



Is there any way, how I can get the SphereMask attached, to me, without having to use Event Tick or keeping on calling the Set Vector Parameter Value?

What’s so wrong with tick? For something like this, it’s basically no load…

So, there’s no other way to do that without Set Vector Parameter Value with Position Param to be kept on calling?


Plus, if it’s possible, how I could… make the highlighted objects not to pierce through my character (as seen in first post)?


There is the small possibility, that if you put a collision sphere in the player, and hang the PP on that, you can use the volume of the sphere to set the size and position of the PP.

I failed doing this for one of many reasons

  1. I can’t recall how it works

  2. It no longer works in this version of the engine

  3. It never did work like that, and I’m just nuts

If you did get it working, then you’ll need to change your PP material, because the mask would be meaningless then.

I believe it is possible to stop the objects covering your character, I think it’s to do with stencil buffers

You might be able to get around it, but I think you would end up just putting your character in front of everything else instead.

Well, I was about to mark this as Solved, because I found Render Custom Depth Pass in CharacterMesh, which stopped the highlighted objects from piercing through everything.


But also, something went wrong with… stencil values, and this happened:


The Green color on Stencil Value of 1 stopped displaying. And all I did was some rearangement in Material Function and finetuning the Material:

Not really sure what’s going on here, but isn’t it still the case that when you walk behind a block, the highlighted objects render in front of it?

Best I create new thread in this case, since I got the SphereMask attached, and Highlighted Objects no longer overlap, thanks to CustomDepth Pass.

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