hi, your solutions are impressive, about the third one, the Line Trace for Objects, I’m still very confused, are there more details or documentation about this way?
I have a few questions about your Blueprint method :
1- When you add a “Get Scene Capture Component 2D” variable, how do you plug in your Scene capture component 2D from the scene into the visible variables?
2-When I grab the Camera, it also creates a node with input target and output Camera Component. Am I doing it right?
A simply solution with a plugin : Wall Hack Shader in Code Plugins - UE Marketplace
Hmm… Came here hoping for a simple and direct solution without adding to my post processing load. In Unity I might have tried making the game have 2 cameras and render only the certain objects to one of them that I want to see through walls. I’d layer the “see through” camera on top of the main one so that the game viewport would effectively ignore the walls and render those objects on top. This is how FPS arms are done on top of the camera that renders the rest of the game and each camera can have a different field of view so the arms/weapons don’t get warped if you adjust the main camera’s field of view. It’s a pretty simple and straight forward method, and being new to UE I’d still bet it surely has something similar that I haven’t seen yet.
So until I find UE has it, that’s just Unity. Can you do the same with cameras in Unreal Engine? Combine two cameras where one can only ever render the game objects or UI objects you want to see through the wall and the other renders everything? If you have only one such object at a time such as OP’s rifts, you could even check to see if that object is in view of the main camera and turn off the secondary one to avoid the double cameras causing any potential visual issues. And if you could somehow edit which camera each object would render to by adding it to or removing it from the “see through” camera’s render group, you could even pull that off for multiple objects by checking “if visible on main > remove from see-through > otherwise add it to see-through” kind of thing if that makes any sense.