Post process stencil mask inheriting masked objects shape/displacement.

I’m still in the process of transferring my knowledge from Unity to Unreal so thank you for your patience. I wholly agree that ‘not working’ is more of a lack of implementation knowledge on my part than a non-functining node.

Understanding that the two engines are engineered differently, and that there’s an overdraw hit. Is it really just not possible to override the depth sort order for an object? I thought that was one of the uses of writing the object to the CustomDepth buffer as a solid color and using a stencil check to mask it back in?

I have a workaround that would render the view/scene from a secondary camera that’s set to only see certain tagged objects, then overlay that as a masked 2D rendered texture, but aren’t sure how to implement that in UE yet. (Or how much perf that would consume in UE)

I’ve been reading through this thread which indicates that it used to be possible back in the UE3 days under forward rendering. (My current project does indeed use fwd rendering due to it being VR)

I used to achieve this type of effect when I worked in Unity by setting the materials custom render queue property to a value above that which was assigned to the transparency pass.