Trying to implement LIDAR / Point Cloud graphic features, new to UE4 and game engines

Thanks for the reply.

The Depth Expressions page (Depth Material Expressions in Unreal Engine | Unreal Engine 5.3 Documentation) lists SceneDepth as used only for translucent objects. Would it work in my scenario?

I’ve tried PixelDepth – instead of SceneDepth – with this material set up (using the tutorial implementation here Post Process Materials in Unreal Engine | Unreal Engine 5.3 Documentation):

But applying the material to the Global PostProcess object on the map simply paints the entire camera view red. Changing the denominator of the division operation doesn’t seem to affect anything either.

Any ideas?