Post Process Material Masking for Select Objects

Hey all,
I’m trying to use the Post-Process material to create outlines around select objects. I can’t find a UEFN-friendly way to have it effect select objects, like with the custom depth buffer.

I also tried using a decal but world normals are not an option it seems, and that was the only method I could find.

Any pointers would be helpful!

Thanks!

You could animate a Parameter Collection with a Sequencer, or change the material completely in Verse using creative_prop.SetMaterial() :person_shrugging:

The custom depth buffer is maybe already used by Fortnite so they won’t allow you to access it ?

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@imalama thanks for the thoughts! I was looking for a specific effect and it had less to do with animating.

At Unreal Fest 2023 in the Day 2 Live 1 youtube video, Stylization in UEFN with Roel Bartstra, he covers some of this topic and explains why it’s not there which is mobile compatibility. With mobile you only have access to Scene Depth in the render pipeline. It’s an inspiring video if you haven’t seen it!

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