Set Visibility for Actor differently for multiple Cameras or SceneCapture Components

Greetings,

I am trying to recreate some effects as used in most of the Ghost Hunting games (of which we have way to many, if you ask me). And I am stuck at the “stuff that only is visible in night vision camera” effect.

Short explanation: imagine you have a creepy whatever (Pawn or Character) inside a badly lit environment. When looking through the player Camera or any pre-installed ccvt or hand held video-camera, nothing is seen. But if you turn on the Night-Vision (IR lit near-ir light), the creepy whatever is now visible (while still being invisible to any Camera or ScreenCapture that does NOT have its IR mode activated.

I did find quite some micro tutorials or answers to long foregone questions about this topic. Usually it boils down to:

  • user owner no/only see (cannot use, because there seems to be only one owner)
  • custom depth / stencil with post processing (seems to be the wrong way, as even a perfeclty applied stencil would not allow to look at what was behind during the moment of render)
  • hide/unhide or set visibility of actor when activating night vision (not good either as it seems, as there are potentially to many cameras that look at it without night vision)
  • make visible for screen capture, then make invisible again (did sound promising, but did not work at all; also, if I put “night vision goggles” at the player camera with post processing, this will fall apart)

And… that’s it. Some of these would also fall if I dare to think about online multiplayer …

I had also high hopes for lightning channels, but it seems to be impossible to say “when lit with channel 2, get visible” or “get opaque”. Which would make it partially visible to anyone looking at that without night vision. Which sounds kind of nice, somehow. Also,this would have be a fine way to get “ghastly fingerprints only appear when lit with UV light”, but that is another topic.

So. I bet that this must be possible; it cant be that I fail to tinker at my very own Phasmophobia clone in unreal 5 just because the “only visible with ir” seems to be impossible to implement.
Any suggestions, what I can do? Or if there is a demo project where said effect can be looked up would be helpful too.

Greetings

Hm… I will provide a bit more information.
the most promising attempt was the “un-hide the actor, then make a screen capture, then hide it again”
I made a screenshot of the blueprint of the screen capture actor. You will notice, that the “new hidden” is unticket at both locations. Which is true, because I added the … rotation line just before in order to check that “Out Actors” are correctly refered to… and yes, they are rotating.

But when I tick the lower “New Hidden”, the Actors just disappear completely, and are neither seen on the player camera nor the ScreenCapture2D Surface.