I’m currently trying to implement a fog of war system following the tutorial over here https://forums.unrealengine.com/development-discussion/blueprint-visual-scripting/104456-eqs-fog-of-war-field-of-vision-system
While the tutorial is for version 4.14, many of the things have remained unchanged and can be used in 4.20. The only problem I’m currently facing is my post-process fog effect is being applied over my procedural vision mesh.
Render CustomDepth Pass has been checked on my character mesh and my gun meshes and they are being excluded properly. The only object not being excluded is the procedural mesh component in my player blueprint.
My fog effect is a translucent black overlay over everything. As you can see, the character mesh is being excluded. Those 2 streaks extending out are overlaps in the procedural mesh which seem to be excluded as well which is confusing for me.
Paused the simulation to check if I even have a full mesh at all; I do, and it is of the correct shape.
My post-process material blueprint just in case it is wrongly set up.
I will be happy to provide more screenshots of anything you’d like to check. Thank you.