# \#custom-depth

**URL:** https://forums.unrealengine.com/tag/custom-depth/6378.md

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## [\[SceneCapture2D\] Can stencil IDs be read directly from render target without post process material?](https://forums.unrealengine.com/t/scenecapture2d-can-stencil-ids-be-read-directly-from-render-target-without-post-process-material/2200236)

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**Author:** [@amjcrawford](https://forums.unrealengine.com/u/amjcrawford)\
**Replies:** 8\
**Last updated:** [October 15, 2026, 9:49am UTC](https://forums.unrealengine.com/t/scenecapture2d-can-stencil-ids-be-read-directly-from-render-target-without-post-process-material/2200236 "2026-10-15T09:49:43Z")

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I’m prototyping a photography mode / ID system where players can photograph the world and essentially unlock a codex of info about subject(s) that exist in the game’s database (think pokemon snap). When the player snaps…

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## [Custom Depth for opaque material](https://forums.unrealengine.com/t/custom-depth-for-opaque-material/387594)

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**Author:** [@gardenlee\_27](https://forums.unrealengine.com/u/gardenlee_27)\
**Replies:** 12\
**Last updated:** [August 27, 2026, 5:55am UTC](https://forums.unrealengine.com/t/custom-depth-for-opaque-material/387594 "2026-08-27T05:55:13Z")

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Hey guys, I am trying to use unrealAR plugin to develop sth. I want to achieve the occlusion between real and virtual objects. One viable way is to pre-render the mesh of real objects into depth buffer and then render t…

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## [Does the CustomDepth have different precision in the forward renderer?](https://forums.unrealengine.com/t/does-the-customdepth-have-different-precision-in-the-forward-renderer/481347)

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**Author:** [@amoffat](https://forums.unrealengine.com/u/amoffat)\
**Replies:** 2\
**Last updated:** [January 20, 2026, 11:09am UTC](https://forums.unrealengine.com/t/does-the-customdepth-have-different-precision-in-the-forward-renderer/481347 "2026-01-20T11:09:02Z")

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Hi, I’ve written a post-process material that uses CustomDepth and SceneDepth. I’m also using the forward renderer. In my material, when I compare CustomDepth and SceneDepth, they never match, and it requires me to do so…

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## [Custom Depth Post-Process Stopped Working in 5.6 ](https://forums.unrealengine.com/t/custom-depth-post-process-stopped-working-in-5-6/2652103)

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**Author:** [@JeffTheGuy44](https://forums.unrealengine.com/u/JeffTheGuy44)\
**Replies:** 1\
**Last updated:** [January 14, 2026, 9:18am UTC](https://forums.unrealengine.com/t/custom-depth-post-process-stopped-working-in-5-6/2652103 "2026-01-14T09:18:51Z")

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I have a post process material that highlights objects within a certain distance to the player. It works fine in 5.5.4 but in 5.6.1, with no changes, it no longer stops highlighting after the object is too far away. Don’…

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## [Can you always render occluded Paper2D sprite?](https://forums.unrealengine.com/t/can-you-always-render-occluded-paper2d-sprite/477654)

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**Author:** [@GMchris](https://forums.unrealengine.com/u/GMchris)\
**Replies:** 5\
**Last updated:** [July 13, 2025, 8:40pm UTC](https://forums.unrealengine.com/t/can-you-always-render-occluded-paper2d-sprite/477654 "2025-07-13T20:40:49Z")

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I’m making a 3D game with 2D characters. When the player walks behind some geometry I’d like to show the shape of the character in front of everything. A common technique, however I’m having some issues with using Paper2…

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## [Difference in points and normals from shaders and raycasts](https://forums.unrealengine.com/t/difference-in-points-and-normals-from-shaders-and-raycasts/2580005)

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**Author:** [@dhashuml](https://forums.unrealengine.com/u/dhashuml)\
**Replies:** 0\
**Last updated:** [June 27, 2025, 3:07am UTC](https://forums.unrealengine.com/t/difference-in-points-and-normals-from-shaders-and-raycasts/2580005 "2025-06-27T03:07:09Z")

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I’m capturing depth and normal image, then reconstructing them into the points and normals, but there is a offset in the point, and normals (offset in case of uneven landscape, fine with flat landscape). Im using custom…

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## [How Can I Write Custom Depth From Niagara Particles?](https://forums.unrealengine.com/t/how-can-i-write-custom-depth-from-niagara-particles/466120)

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**Author:** [@mightcouldb1](https://forums.unrealengine.com/u/mightcouldb1)\
**Replies:** 8\
**Last updated:** [May 29, 2025, 12:38pm UTC](https://forums.unrealengine.com/t/how-can-i-write-custom-depth-from-niagara-particles/466120 "2025-05-29T12:38:14Z")

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I am trying to export custom depth by using the checkbox on a niagara component. It appears that it doesn’t work while cascade does in fact work with the same checkbox. I also tried it on the same mesh in the viewport …

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## [Post Processing Outlines Do Not Appear When Sky Sphere Is Excluded](https://forums.unrealengine.com/t/post-processing-outlines-do-not-appear-when-sky-sphere-is-excluded/2510223)

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**Author:** [@User-31e3dcabf2](https://forums.unrealengine.com/u/User-31e3dcabf2)\
**Replies:** 2\
**Last updated:** [May 14, 2025, 8:33pm UTC](https://forums.unrealengine.com/t/post-processing-outlines-do-not-appear-when-sky-sphere-is-excluded/2510223 "2025-05-14T20:33:31Z")

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I have a post processing material which creates outlines around objects. I use a custom stencil value to determine how the normal lines are drawn on objects so I can customize it for things like landscapes. For the Sky S…

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## [Depth only static meshes/custom depth are not working on Meta Quest 3](https://forums.unrealengine.com/t/depth-only-static-meshes-custom-depth-are-not-working-on-meta-quest-3/1622252)

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**Author:** [@ArchLinus123](https://forums.unrealengine.com/u/ArchLinus123)\
**Replies:** 3\
**Last updated:** [April 20, 2025, 3:26pm UTC](https://forums.unrealengine.com/t/depth-only-static-meshes-custom-depth-are-not-working-on-meta-quest-3/1622252 "2025-04-20T15:26:28Z")

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I’m trying to create a portal in my mixed reality game on Quest 3. My approach to this is to have an invisible mesh which only renders in the depth pass, to act as a blocker for objects behind the portal. On my mesh I h…

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## [3D Widget Components ignore Render CustomDepth Pass](https://forums.unrealengine.com/t/3d-widget-components-ignore-render-customdepth-pass/391112)

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**Author:** [@hikers](https://forums.unrealengine.com/u/hikers)\
**Replies:** 4\
**Last updated:** [March 30, 2025, 12:11pm UTC](https://forums.unrealengine.com/t/3d-widget-components-ignore-render-customdepth-pass/391112 "2025-03-30T12:11:35Z")

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1.Create widget component to custom blueprint. 2.Set widget component property “Render CustomDepth Pass” enable, add set stencil value 1. 3.Set “Project Settings-\> Rendering-\> Postprocssing-\>Custom Depth-Stencil Pass”…

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## [How to render custom depth pass with flipbooks?](https://forums.unrealengine.com/t/how-to-render-custom-depth-pass-with-flipbooks/485385)

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**Author:** [@REX\_THE\_F00L](https://forums.unrealengine.com/u/REX_THE_F00L)\
**Replies:** 4\
**Last updated:** [March 19, 2025, 3:04am UTC](https://forums.unrealengine.com/t/how-to-render-custom-depth-pass-with-flipbooks/485385 "2025-03-19T03:04:19Z")

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How do you place your charters in the scene? On a mesh?

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## [How to render Z-fighting borders on the top of provinces?](https://forums.unrealengine.com/t/how-to-render-z-fighting-borders-on-the-top-of-provinces/2132455)

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**Author:** [@OctoberIC](https://forums.unrealengine.com/u/OctoberIC)\
**Replies:** 2\
**Last updated:** [November 20, 2024, 1:26pm UTC](https://forums.unrealengine.com/t/how-to-render-z-fighting-borders-on-the-top-of-provinces/2132455 "2024-11-20T13:26:16Z")

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I’m generating procedural meshes (UProceduralMeshComponent) for both provinces and borders. The triangulation of the borders doesn’t align perfectly with that of the provinces and so I can’t just offset them by 0.01. I h…

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## [By-pass for excluding deferred decal from Post Processing Volume](https://forums.unrealengine.com/t/by-pass-for-excluding-deferred-decal-from-post-processing-volume/2086229)

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**Author:** [@2hTu2](https://forums.unrealengine.com/u/2hTu2)\
**Replies:** 1\
**Last updated:** [October 25, 2024, 12:39am UTC](https://forums.unrealengine.com/t/by-pass-for-excluding-deferred-decal-from-post-processing-volume/2086229 "2024-10-25T00:39:28Z")

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From what I’m reading online it’s currently not possible to use a custom depth stencil for deferred decals, because they don’t have any depth. It’s apparently also not possible to pass in a custom tags or custom values t…

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## [Can Niagara particle meshes be rendered in custom depth?](https://forums.unrealengine.com/t/can-niagara-particle-meshes-be-rendered-in-custom-depth/441775)

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**Author:** [@shaipo](https://forums.unrealengine.com/u/shaipo)\
**Replies:** 5\
**Last updated:** [August 6, 2024, 12:29am UTC](https://forums.unrealengine.com/t/can-niagara-particle-meshes-be-rendered-in-custom-depth/441775 "2024-08-06T00:29:26Z")

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Title says it all, is there any way to have the meshes of a niagara particle system be rendered in custom depth?

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## [About SceneDepth to real-world Distance from camera center to the scene](https://forums.unrealengine.com/t/about-scenedepth-to-real-world-distance-from-camera-center-to-the-scene/1783751)

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**Author:** [@EDDshotM4chine](https://forums.unrealengine.com/u/EDDshotM4chine)\
**Replies:** 1\
**Last updated:** [July 22, 2024, 12:58pm UTC](https://forums.unrealengine.com/t/about-scenedepth-to-real-world-distance-from-camera-center-to-the-scene/1783751 "2024-07-22T12:58:47Z")

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Hi everyone, I’m currently using the sceneDepth in post processing in Movie Render Pipeline(with distance scaling factor set to 1 rather than 2048) to capture metric depth estimation kind of dataset, but the depth values…

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## [Custom Depth Stencil Value on foliage](https://forums.unrealengine.com/t/custom-depth-stencil-value-on-foliage/370174)

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**Author:** [@ZoltanE](https://forums.unrealengine.com/u/ZoltanE)\
**Replies:** 9\
**Last updated:** [July 12, 2024, 3:46pm UTC](https://forums.unrealengine.com/t/custom-depth-stencil-value-on-foliage/370174 "2024-07-12T15:46:03Z")

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Is there any way to set Custom Depth Stencil Value for foliage?

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## [How to remove an specific customstencil from scenedepth?](https://forums.unrealengine.com/t/how-to-remove-an-specific-customstencil-from-scenedepth/479295)

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**Author:** [@leomiranda518](https://forums.unrealengine.com/u/leomiranda518)\
**Replies:** 3\
**Last updated:** [July 4, 2024, 2:17am UTC](https://forums.unrealengine.com/t/how-to-remove-an-specific-customstencil-from-scenedepth/479295 "2024-07-04T02:17:44Z")

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I’m trying to create an outline for everything on the scene, except from certain characters with a Customstencil of 4. I don’t want those characters to get the outline from that PostProcess Material, but I can’t find a …

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## [Culling mask(camera layers)](https://forums.unrealengine.com/t/culling-mask-camera-layers/431836)

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**Author:** [@Elkabear](https://forums.unrealengine.com/u/Elkabear)\
**Replies:** 3\
**Last updated:** [June 27, 2024, 6:42am UTC](https://forums.unrealengine.com/t/culling-mask-camera-layers/431836 "2024-06-27T06:42:17Z")

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Is it possible to use “culling mask”(layers) like in unity engine For example In some multiplayer games you see your enemies dressed as bad guys and your friends dressed as good guys while players from the other team see…

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## [\[4.12\] Cable Components Don't Render Custom Depth Pass](https://forums.unrealengine.com/t/4-12-cable-components-dont-render-custom-depth-pass/365965)

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**Author:** [@extralongpants](https://forums.unrealengine.com/u/extralongpants)\
**Replies:** 16\
**Last updated:** [April 8, 2024, 11:43pm UTC](https://forums.unrealengine.com/t/4-12-cable-components-dont-render-custom-depth-pass/365965 "2024-04-08T23:43:57Z")

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Cable components include the render flag for ‘render custom depth’, but it doesn’t seem to have any effect. I would really like to do a post process material on the cables in our game, but I can’t get one working. I tri…

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## [Failed to compile Material for platform](https://forums.unrealengine.com/t/failed-to-compile-material-for-platform/450925)

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**Author:** [@PasteteDoeniel](https://forums.unrealengine.com/u/PasteteDoeniel)\
**Replies:** 5\
**Last updated:** [March 16, 2024, 7:55am UTC](https://forums.unrealengine.com/t/failed-to-compile-material-for-platform/450925 "2024-03-16T07:55:01Z")

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whenever I try to package the game for android I get the following error: UATHelper: Packaging (Android (ETC1)): LogMaterial: Warning: E:\\UE4Projects\\Coala\\coalaunrealplugin\\BlankProject\\Content\\Example\\POIs\\poiDynam…

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## [Enabling render custom depth to current area on the scene](https://forums.unrealengine.com/t/enabling-render-custom-depth-to-current-area-on-the-scene/1650448)

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**Author:** [@red\_tesla](https://forums.unrealengine.com/u/red_tesla)\
**Replies:** 0\
**Last updated:** [January 29, 2024, 12:01am UTC](https://forums.unrealengine.com/t/enabling-render-custom-depth-to-current-area-on-the-scene/1650448 "2024-01-29T00:01:53Z")

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Hi, i need to create a scanner like thermal vision, but with my own parameter for highlighting areas. I’ve tried to do this with post process, but result isn’t what i wanted. Maybe there is a method to apply “rende…

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## [Custom Depth Value Outputs?](https://forums.unrealengine.com/t/custom-depth-value-outputs/452119)

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**Author:** [@FishBabe](https://forums.unrealengine.com/u/FishBabe)\
**Replies:** 2\
**Last updated:** [January 13, 2024, 6:39pm UTC](https://forums.unrealengine.com/t/custom-depth-value-outputs/452119 "2024-01-13T18:39:22Z")

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Hello! I was curious if anyone knew what the value ranges on depth buffers and custom depth buffers where? I assumed that it was a scalar value between 0 and 1 where 1 is far away and 0 is near. I also assumed that the v…

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## [Custom Depth Performance Cost](https://forums.unrealengine.com/t/custom-depth-performance-cost/317850)

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**Author:** [@Mikiok](https://forums.unrealengine.com/u/Mikiok)\
**Replies:** 1\
**Last updated:** [January 8, 2024, 9:41am UTC](https://forums.unrealengine.com/t/custom-depth-performance-cost/317850 "2024-01-08T09:41:26Z")

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I’m looking for a solution for using a form of depth fade without losing all the benefits of the deferred shading system. I am wondering how costly would be turning on custom depth for everything except the water surface…

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## [Render Stencil on top of other stencil?](https://forums.unrealengine.com/t/render-stencil-on-top-of-other-stencil/1512603)

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**Author:** [@RobertoCosta\_Dev](https://forums.unrealengine.com/u/RobertoCosta_Dev)\
**Replies:** 2\
**Last updated:** [December 10, 2023, 1:31pm UTC](https://forums.unrealengine.com/t/render-stencil-on-top-of-other-stencil/1512603 "2023-12-10T13:31:44Z")

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Heya potential answerers. So I’m trying to do something similar to how you can superimpose custom depth on top of postprocess0 but I want to have multiple layers to this. For example I’d want one color in stencil 1 and…

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## [WaterBody can't be rendered to Custom Stencil](https://forums.unrealengine.com/t/waterbody-cant-be-rendered-to-custom-stencil/1390237)

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**Author:** [@yuanyuanbaobao](https://forums.unrealengine.com/u/yuanyuanbaobao)\
**Replies:** 2\
**Last updated:** [November 16, 2023, 4:23pm UTC](https://forums.unrealengine.com/t/waterbody-cant-be-rendered-to-custom-stencil/1390237 "2023-11-16T16:23:19Z")

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I ticked “Render CustomDepth Pass” and made sure the other set was right. The WaterBody object was ignored on the Custom Stencil Channel.

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## [Rendering overlapping custom depth pass objects](https://forums.unrealengine.com/t/rendering-overlapping-custom-depth-pass-objects/444971)

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**Author:** [@Andrew\_Beaubien](https://forums.unrealengine.com/u/Andrew_Beaubien)\
**Replies:** 2\
**Last updated:** [November 3, 2023, 8:12am UTC](https://forums.unrealengine.com/t/rendering-overlapping-custom-depth-pass-objects/444971 "2023-11-03T08:12:17Z")

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I’m new to using Custom Depth Pass as a tool, and have only been using it for outlines thus far. The one problem that I’ve yet to solve is that when two objects drawn in the custom depth pass overlap, only their joint ou…

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## [Render Custom Depth on Nanite enabled not working](https://forums.unrealengine.com/t/render-custom-depth-on-nanite-enabled-not-working/505390)

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**Author:** [@mdmoberly](https://forums.unrealengine.com/u/mdmoberly)\
**Replies:** 24\
**Last updated:** [November 2, 2023, 10:42am UTC](https://forums.unrealengine.com/t/render-custom-depth-on-nanite-enabled-not-working/505390 "2023-11-02T10:42:33Z")

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Hey all! I noticed that when Nanite is enabled on a static mesh, using render custom depth will no longer work on that mesh… Is there a work around for this or a setting that I am missing? The material I am using is a b…

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## [How to hide outline post process effect behind objects](https://forums.unrealengine.com/t/how-to-hide-outline-post-process-effect-behind-objects/335022)

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**Author:** [@anonymous\_user\_4162f6d5](https://forums.unrealengine.com/u/anonymous_user_4162f6d5)\
**Replies:** 4\
**Last updated:** [July 26, 2023, 1:00pm UTC](https://forums.unrealengine.com/t/how-to-hide-outline-post-process-effect-behind-objects/335022 "2023-07-26T13:00:28Z")

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I created an outline effect following the instructions in this tutorial: \[outline tutorial\]\[1\] I had to create the M\_highlight material because I couldn’t find it in the content examples. I think it is no longer availa…

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## [How can I create height map using depth data in millimeters?](https://forums.unrealengine.com/t/how-can-i-create-height-map-using-depth-data-in-millimeters/1231302)

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**Author:** [@Gazza177](https://forums.unrealengine.com/u/Gazza177)\
**Replies:** 3\
**Last updated:** [July 25, 2023, 4:15am UTC](https://forums.unrealengine.com/t/how-can-i-create-height-map-using-depth-data-in-millimeters/1231302 "2023-07-25T04:15:50Z")

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I am using the Neo Kinect plugin to get the raw depth data from my Kinect v2. I am processing this in a material asset to get the depth in millimeters but I am unsure where to go from here. I want to create a height map …

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## [Blending custom depth layers in Post Processing](https://forums.unrealengine.com/t/blending-custom-depth-layers-in-post-processing/1233628)

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**Author:** [@massygourmand](https://forums.unrealengine.com/u/massygourmand)\
**Replies:** 0\
**Last updated:** [July 19, 2023, 1:03pm UTC](https://forums.unrealengine.com/t/blending-custom-depth-layers-in-post-processing/1233628 "2023-07-19T13:03:36Z")

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Hey! So I am using the custom depth node in a post processing material. Working super nice for some effects but I am struggling to figure out how to get a soft fade between. If i use an If node then there is always a ha…

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