Post Process Input 0 masking Elements

Hey everyone!

I have this cheap and easy fog post process material:

but when I apply it through a post process volume the effect works but some elements, mainly fortnite elements or my custom blueprints, are being weirdly masked like this:

I am pretty shure it is because of the SceneDepth an these elements are on a different layer… Can someone please help me with fixing it?

Thank you really much for every help in advance!
Greetings!

The appearance of post process effects are ordered by Post Process Volume Priority and their Post Process Material Array order.

There appears to be another PostProcess Material active in your scene, using Custom Depth. This material likely causes the incorrect shading. There’s a couple of ways this could be solved:

  1. Find the static meshes that have the incorrect shading, and disable “Render Custom Depth Pass”.
  2. Find the other PP Volume, and disable the post process material that may cause this undesired shading.
  3. Adjust the PP Volume and PP Material priority in the object details of the PP Volume, if you want to keep Custom Depth at a lower intensity/blended with your fog.

I hope this helps!

Edit: I’m afraid I don’t know much about UEFN or Fortnite in general so I can’t be of much use in that regard, sorry.