As in the title, I’d like to designate certain Static and Skeletal mesh assets to Render CustomDepth Pass by default, as well as the stencil value.
-I can do it from within a blueprint by selecting the mesh component
-I can do it fromm within a level by selecting a mesh actor that was placed in the world
-I can change the values at runtime
but it would be convenient if I could tell “SM_Example”, the asset, to check this bool by default so that I didn’t have to track down each instance of it in a level.
You might try creating an actor component that performs this task automatically for whatever static mesh it’s attached to. Then you can just click on your static mesh actors and use the ‘Add’ button in the Details panel to attach this component. Just be sure to disable tick on your component when you create it, since you’ll likely have a bunch of them active in your level.
That’s a clever way to go about it for sure and I’ll keep it in mind moving forward. In the meantime I modified the post process material to apply itself globally and then negate itself for a specified stencil value. There may be some subtle artifacts but for my use case it works o.k. and makes sense to me because I need it applied to more actors than not.