Rendering a sprite infront of a certain mesh

I am trying to render this flare effect infront of the light cone mesh. But i fail to do so.

I am using a lightweight niagara emitter to render the flare and using a translucent material for the flare texture.

I have tried using “Disable Depth Test” in material settings for the flare but that completely ignores whatever it has infront of it and renders through a wall which is not what im looking for.

I want the flare effect to be rendered infront of this certain mesh only,
also keep in mind that i will be having tens of these in my scene so instead of using billboard actors i am using a lightweight niagara emitter with a single sprite rendering to achieve a simple billboard without having to create a bp actor for each flare effect.

I would grately appreciate the help.

Here’s an example of what im trying to achieve (taken from need for speed underground 2)

As you can see the flare is facing the camera yet it never clips through the light pole mesh, and it disappears behind walls and buildings no matter what the angle of the camera is.

`Disable Depth Test` is all-or-nothing, so it cannot ignore only the light-cone mesh while still being occluded by walls.

If the cone is translucent, try keeping depth testing enabled and setting the cone’s **Translucency Sort Priority** lower than the Niagara sprite’s priority. That controls ordering between translucent primitives while opaque walls still depth-occlude the sprite.

If the cone is opaque, sort priority will not override it. You need a separate mask/pass: mark the intended occluder with **Custom Depth/Stencil**, then use a flare material (or a post-process/separate scene pass) that allows pixels over that stencil while still discarding pixels where an ordinary wall is closer. A Custom Stencil ID per flare/target scales better than one actor per flare; Niagara can carry the target ID as particle custom data.

Also use `Depth Fade`/Scene Depth in the flare material for the normal wall/building occlusion. There is no single Niagara renderer checkbox that provides a per-mesh exception to the hardware depth test.