I’m trying to replicate this effect (made in Unity);
I haven’t been able to find much help and I’m not very HLSL savy. The general idea seems to be render an object above everything else, then make it transparent. I’m not sure how to replicate the effect in Unreal. Would using a post-process be easier? I need something that is less tedious than applying a unique custom material to every single object I need to see through. Using Stencil Buffers or Custom Depth would be far easier if possible.