Alright, try this one: MEGA
Still don’t see anything new in the blueprint. I’ll just make it from the blueprint screenshot you took. Thanks for trying again though
@Antidamage would it be possible to use this to get a Mixed Reality recording like this Fantastic Contraption 1 minute of Mixed Reality Gameplay Footage! - YouTube
Can I use this plug in to render background objects and foreground objects based on an HMD location?
That’s a complex problem right there.
If you have a 3d scene providing a depth and colour data and a calibrated 3d camera that can provide colour and depth data then there is no reason you can’t combine them in a post-process function, for example. The quality will be questionable, but it’s down to what data you get back from the HMD camera. I imagine this will be more of a thing very soon.
@Antidamage Hi!
I got a bit of time to keep on researching on that problem, I changed computer in the mean time for one that’s more powerful. I had all sorts of problems with unreal before, taking ages to open projects, failing loading the engine, getting stuck at 45%… anyway, these problems are gone now. And I could open your project properly and see the new level blueprint (that is in the level minimal_default, I was looking at the wrong level before)
I can capture the right place with the render target, you can see the stairs here
but I still have the lag we were talking about when I move left and right quickly. To fix that I’m ticking the capture component in post physics tick group. But I still have some lag. I feel like the render target is not capturing just before being displayed in the main pass.
Oh, I had two levels? I didn’t even realise, sorry! I’m not sure to be honest, it might be time you tried the AnswerHub to see if any Epic devs there have any ideas.
So I actually saw a better example of what you want to do than Heroes. Have you played Bioshock Infinity? The DLC Buried At Sea Part 1 and 2 does something really similar to what you want to do as well, with one of the characters opening tears in space. Check that one out too. Good video here: https://youtu.be/ShT88F8OZTQ?t=205
Bioshock Infinite is made in UE so you might try asking the devs if they had to do anything special beyond capture components. Then you just need to set the level up the same way I did with offset levels.
Wow that’s really cool, I can’t see any frame lag. Thank you for that video. I think I’ll do what you say and ask answerhub. After trying to find different approaches to my problem I now do believe 2 offsetted worlds is the best solution. Thanks a lot for everything It really helped.
Was anyone able to update the mesh tag to 4.11?
@Temeran - I don’t suppose you;d be able to offer any insight to this post would you?
Any chance you could share a live link>?
I am developing a project in which I have to draw different colors on individual static mesh for object segmentation purpose. I use the custom stencil buffer provided in the latest UE4 to tag different objects and use USceneCaptureComponent2D to capture the scene and draw it with a render target. But with this approach, it limits the number of objects I can tag to up to 256 only. I urgently need a solution to allow me to have more than 256 tags.
I found this thread about creating a custom GBuffer which could be one option for me, but that will need to change the unreal engine code and will cause merge issues if upgrade to newer version in the future, so I am trying to avoid doing this. Another option could be to change the custom stencil buffer to have more than 8 bits, but I believe that again needs lots of changes in unreal engine itself.
Is there any elegant way (or even just workaround) to achieve what I want without having to modifying the unreal engine?
For example, dynamically create a transparent material per mesh and set a custom parameter on that material and somehow access that custom parameter in the post process pass. Or any way to create a custom SceneTexture which can hold the value set per mesh (similar to the stencil buffer)? Or create two render targets to render the same material for twice, so in the shader I can use one custom stencil value as the lower bits and the other as the higher bits, then combine them in the shader. Is ant of these approaches possible?
Any suggestion would be highly appreciated.
BTW, anyone had the chance to merge 's Custom Tag Buffer patch to Unreal Engine 4.18 or 4.19?
Thanks a lot!
I have a growing list of features/effects I’m trying to implement across a few different projects which, I’ve been slowly realising, could all be achieved by having a spare float3 or float4 GBuffer I can write to from a normal material and pick up in a post processing material as a scene texture.
Does anyone know if ’s custom buffer code is still working in current versions if UE4?