For anyone doing this with the newest UE5 version, I think you have to enable "enable with stencil" under postprocessing in the projectsettings. That was disabled for me. It worked after enabling that :)
@@andrakesh Project Settings - search for "Custom Depth" and then untick the option "Custom Depth with TemporalAA Jitter". That stops it flickering, but it will look less smooth (more jagged edges up close). Also, I found that the gizmos in the editor create that effect also, so pressing G to hide them all can be helpful. Note, I have also used the Stencils approach for this and didn't notice any flickering with that method. HTH :)
@andrakesh I also discovered later, that if you change the Materials' "Blendable Location" (its under the "Post Process Material" section) to "Before Tonemapping" this makes a much bigger improvement, and you can leave the "Custom Depth with TemporalAA Jitter" enabled.
For anyone that wants to highlight the enemy or an object when looking at it: go to your character and off of the Add Controller Yaw Input, get a "LineTraceForobjects" node. Then get a player camera manager node and from this get a forward vector and a camera location. Off of the forward vector get a multiply and enter something like 2500 for the X. Then off of the camera location get an add and connect the multiply to this to add the camera location and forward vector nodes. Hook up the camera location to the start of the line trace and the add to the end of the line trace. Off of object type, type "make array" and change the type to whatever you like. For me it was pawn. On the line trace, break the hit result and off of the hit actor cast to your enemy if that's what you're trying to highlight. From their set the custom depth stencil off of your mesh and you're done. Make sure to set your reference to your object on BeginPlay and in the Variables section of your character BP or it will give you an accessed none error. Thanks for the awesome tutorial Matt!
Just a little tip for the tutorial: if you want to be able to change the highlight color in runtime, you can use an actor with post process component and place that in the level instead of post process volume
I know it's a year old but how are you changing the colour from within blueprints? I access my post process component but I can't seem to access the material from there
Great video! It won't work If you have a translucent material. To fix it, tick “Allow Custom Depth Writes” flag in your translucent material settings, change "Opacity Mask Clip" Value(0.1 for example) and don't forget to tick "Render CustomDepth Pass" for your object.
Thank you for the tutorial, but I would love explanation as to what the heck is actually going on there. I can't wrap my head around any of it lol. edit: what exactly does viewSize->Ceil->Clamp do (the left-most 3 nodes)? It would always return (2,2) because ViewSize is in pixels like 1920x1080 or something? I've tried replacing it with a const - I see no difference?
And why Mask(RG) on screenPosition->viewportUV? It's already 2-channel data. Input and output are exactly the same. Where does this tutorial come from anyway?
Thank you so much for making these videos. You've made Unreal 5 so accessible. Your videos are great. You explain topics well, show how the code can be adapted to fit other scenarios and you do so with a very calm voice. Again, thank you so much. You've helped me so much!
Very useful, got it working (turned on/off in object begin/end overlap) first time (a miracle for most youTube videos)! Would be nice if it was explained how it worked tho! Thanks!
This works, but it would be nice to explain why it works, rather than just adding nodes and saying "connect this and connect that." Most people know how to connect nodes, but they don't know how to reason through it.
I don't often say this!, but despite a hiccup at the end. very well put tutorial, production of video had no weird breathing into a mic, u didn't umm and uhh 100 times, and didn't excessively move the mouse or scene around, and I'm Canadian so for me you have an accent, but it didn't get in the way of you speaking clearly,... SOMEONE GET THIS GUY A JOB!!
I really wish this explained the steps instead of just showing them. I'm not actually learning anything if I'm just copy-pasting someone else's code, and I'm left without the ability to adapt and customize any of this.
how can i highlight enemys like this? or is this method only for static objects? iwith a static actor it works but when i try to do it with an NPC it fails to detect the mouse over event...
Hey, love the tutorial. I'm having an issue when I click on an actor to outline it, it outlines every actor of the same class. Like I have an enemy I'm targeting and it highlights every enemy, even different meshes. Any idea why?
TayloredAnt's answer above actually worked for me, and I could keep using FBX models. Open the mesh and disable nanite in it, then it should start glowing
i seem to get this error, any ideas? [SM6] SceneTexture expressions cannot be used in opaque materials except if used with the Single Layer Water shading model.
hi there, really like your tutorials. i have little problem, maybe you can help me with that. i have made two post process materials, your outline material and one "xray" material. i also have applied custom stencils to both of them, because i want enemies to be outlined and filled (by the xray material) in red color and allies in blue. i have two meshes, mesh A with stencil value = 0, mesh B = value 0. this technique works with the xray Material but not with your highlight material. i don't get it why? the input node, scene texture, custom stencil seems to show the same value for both meshes and both meshes are hilghlited using the same color. any ideas? help would be really appreciated. thanks in advance.
I know this is a bit of an old video, but could we have a tutorial on how to apply this shader only when a line trace from the user hits the object? Thanks!
It's almost 5am, so I may just be brain farting... How do you make it so the outline appears only when the object is in view? Like, NOT have the outline render through walls/other actors, etc...but renders as expected when in plain view.. As I'm sure many others are working towards, I'm trying to make this functionality happen when an interactable actor is in view, and the player is hovering over it from a specific distance (using line trace). Going to bed now...clearly need to.. 😛 Thank you in advance!!
does anyone know a way to have different outline colors for different objects? I believe it has something to do with stencils, but I have no idea how to set that up. I have been looking for a while now to figure out how to do that and I can not find a definite answer on what to do.
Is there any way to get these outlines to show on invisible objects? Lowest material opacity I can go is 0.4ish before the outline completely disappears.
Thanks for the great Tutorial! I am trying to use this to select objects on my map. The map uses a scnecapture3d who renders to texture (ortho view). but even thogh the player can see the outline the camera for the map seems to not capture it. Is there any fix for this
How to make it highlight when the player is "looking" at it? For example when something is in range to be interacted with if the player have the crosshair on it
You have to look into raycasting on a separate tutorial. But you should be able to just make it so that when the raycast hits an object it sets its customdepth to true and when you look off of it, it sets it to false.
First i recommend you read another user's top comment: Connor Vernon's about using custom depth buffer to achieve this. Then use a raytrace fired from either your viewport or cursor to get a reference to the object you are looking at/hovering over. Finally just get its mesh component and apply the above depth buffer settings to it to achieve the desired result.
You can smooth it out by setting the material's "Blendable Location" From "After Tonemapping" to "Before Tonemapping" and you get a much cleaner effect (albeit this contributes to Lumen lighting, which may or may not be desirable)
Hey! I would like to know how we can creat a box with all round edges completely in ue , ,allot of people want to know this actually, and when I searched (how to round all edges in ue) yb recommend your channel , Thanks!
Hi, I'm using UE5, whenever I try to find the Custom Depth under Rendering of the Asset, it's not there. I only have Actor Hidden in Game tickbox. I already went to Project Settings and Custome Depth Stencil is enabled
I need this for plant models im making. I want the leaves to glow but the stems would need this effect. I just don't want to be seen through walls and other models. any way to turn that part off?
I can look into it further as there will most likely be a better way, but a temporary fix for that could be detecting when it is behind a wall and setting "Render CustomDepth" to false
*How can I make it so that I can use different colors at the same time ?!?!?!?! For example, I need to have a green color on the LMB, and a red color on the RMB. How?*
Hello Matt Aspland Love ur video can you show us some tutorial how to change background music at different place example: when you go to inside the house,the music play,when you go to second floor or toilet or to your room,the music change to another music
This is nice amazing for things like magic search ability in games , but for some games this methodology is useless, and in VR totally :( But thanks for tutorial, hope I will reuse this in something else :)
How to highlight a item that just dropped from the ai that killed by player? I mean the item is spawn after player killed the ai, what should i do? thanks for any solutions!
Great vid, went through the setup and got it all working, unfortunately realised afterwards that it doesn't seem to be working with Nanite. Any work-arounds to this?
@@SketchyGameDev I found a work around... I don't remember the exact details, but roughly... I made a duplicate mesh with Nanite disabled and set the object up with that mesh as a child, and then disabled all of its render options so it was typically invisible. The highlight effect is then applied to that object, which was still visible. You still benefit from Nanite because the non-nanite object has its renderer disabled, so doesn't cost anything until it is highlighted.
@@Spacewarpstudio I was considering that, but I was worried it would drive up my render cost. But, if that’s not a problem I’ll give it a shot, thanks man! 👍
Great tutorial! I have created a blueprint that locks my camera and cycles through enemies but cannot figure out how to implement the highlighting to my "current target" (actor variable) Any help would be greatly appreciated. 😁
Hey one way that could work it is to use the Set Render Custom Depth function with the character mesh as a target and enable/disable it as it cycles between them
I tried to follow the tutorial on Game Instance, I'm so confused, I'm going for a similar style to Mario and Banjo-Kazooie games, I had some parts working, then the whole thing stopped working. I want to be able to collect the rings from a level, and keep them and use them to unlock doors located in the hub, for new areas. I tried to make it possible to keep the score which I made an integer, I know the score comes from a widget.
Great, thx. I've wanted an outline for ages. Hadn't realized I wanted the 'xray' poss! Curious about how to do not-xray, ie the outline only shows on the part of the actor not blocked by something in front of it (but maybe that's obvious once I think about it).
@@vince2222 Not before I got pulled away from this particular project, sorry -- but thanks for asking, I really want to get back to this one. 😀Please do post if you find the trick!
Am I the only one that sees the weird flickering, like a small flickering/pulsating thing going on with the outline? Does not feel solid. How does one fix this?
If you haven't solved it yet, or anyone that wants to know how to fix it in the future: Go to Project Settings, search for Custom Depth with TemporalAA Jitter and uncheck it.
14:10 The reason behind that is because the camera in the view port needs to be actually inside the post process volume. 14:12 as you can see here you can't see the outline but as soon as you get inside of the post process you do
Make an event in the Player Controller BP that checks for new actors that appear under the cursor location, and everytime you hover over a new actor, the event fires (you can make this in the Event Tick using DoOnce node to only fire it once when the new hovered actor is not equal to the old one). Then make a Blueprint Interface function and connect it to that event (so everytime the cursor hovers over a new actor, it fires this BPI function). Then in your actor BP (that you want highlighted) make an event from this BPI function and connect it to a "Set Render Custom Depth" node and set it to true. That's it. Also in your Player Controller BP make an actor variable in which you will store the current hovered actor, and before you fire the next BPI "outline on" function on the new actor, make sure to fire another one that will turn off the custom depth for the previous hovered actor (otherwise you will just be highlighting everything without any highlights turning off after you stop the cursor hover). Oh and ofc set the post process volume to "unbound".
For anyone doing this with the newest UE5 version, I think you have to enable "enable with stencil" under postprocessing in the projectsettings. That was disabled for me. It worked after enabling that :)
i have a problem with ue5 the highlight material is always flickering. blinking.,how to change it ?
@@andrakesh Project Settings - search for "Custom Depth" and then untick the option "Custom Depth with TemporalAA Jitter". That stops it flickering, but it will look less smooth (more jagged edges up close). Also, I found that the gizmos in the editor create that effect also, so pressing G to hide them all can be helpful.
Note, I have also used the Stencils approach for this and didn't notice any flickering with that method. HTH :)
@@rob_meade i'll do this and tell you later
@andrakesh I also discovered later, that if you change the Materials' "Blendable Location" (its under the "Post Process Material" section) to "Before Tonemapping" this makes a much bigger improvement, and you can leave the "Custom Depth with TemporalAA Jitter" enabled.
@@rob_meade This works extremely well thank you!
For anyone that wants to highlight the enemy or an object when looking at it: go to your character and off of the Add Controller Yaw Input, get a "LineTraceForobjects" node. Then get a player camera manager node and from this get a forward vector and a camera location. Off of the forward vector get a multiply and enter something like 2500 for the X. Then off of the camera location get an add and connect the multiply to this to add the camera location and forward vector nodes. Hook up the camera location to the start of the line trace and the add to the end of the line trace. Off of object type, type "make array" and change the type to whatever you like. For me it was pawn. On the line trace, break the hit result and off of the hit actor cast to your enemy if that's what you're trying to highlight. From their set the custom depth stencil off of your mesh and you're done. Make sure to set your reference to your object on BeginPlay and in the Variables section of your character BP or it will give you an accessed none error. Thanks for the awesome tutorial Matt!
do you have the image of the blueprint for this? my english suck and I can't understand
Doesnt work
This is crazy confusing man
doesn't work
Your idea is to cast to everything that you just want to highlight? As a horrible idea
Just a little tip for the tutorial: if you want to be able to change the highlight color in runtime, you can use an actor with post process component and place that in the level instead of post process volume
I know it's a year old but how are you changing the colour from within blueprints? I access my post process component but I can't seem to access the material from there
Thank you for mentioning the keyboard shortcuts you use, a lot of people don't.
Great video!
It won't work If you have a translucent material. To fix it, tick “Allow Custom Depth Writes” flag in your translucent material settings, change "Opacity Mask Clip" Value(0.1 for example) and don't forget to tick "Render CustomDepth Pass" for your object.
Thank you for your service sir... this is a truly underrated comment.
@@jongofett2343 Glad it helped :D
Video poster please pin this comment very important
although this solution stops working for opacity values below 0.4. Any idea why and how to fix it?
Thanks. That's a relief
Thank you for the tutorial, but I would love explanation as to what the heck is actually going on there. I can't wrap my head around any of it lol.
edit: what exactly does viewSize->Ceil->Clamp do (the left-most 3 nodes)? It would always return (2,2) because ViewSize is in pixels like 1920x1080 or something? I've tried replacing it with a const - I see no difference?
I have exactly the same question here. I'm trying to understand the logic within with debug. The Clamp part really confuse me
And why Mask(RG) on screenPosition->viewportUV? It's already 2-channel data. Input and output are exactly the same. Where does this tutorial come from anyway?
I would love that part 2 video that highlights as you get closer.
Thank you so much for making these videos. You've made Unreal 5 so accessible.
Your videos are great. You explain topics well, show how the code can be adapted to fit other scenarios and you do so with a very calm voice. Again, thank you so much. You've helped me so much!
how can i make it so the outline isnt visible through walls?
Very useful, got it working (turned on/off in object begin/end overlap) first time (a miracle for most youTube videos)! Would be nice if it was explained how it worked tho! Thanks!
Unfortunately, this doesn't work with Nanite enabled. Do you have a solution for this?
This works, but it would be nice to explain why it works, rather than just adding nodes and saying "connect this and connect that." Most people know how to connect nodes, but they don't know how to reason through it.
I don't often say this!, but despite a hiccup at the end. very well put tutorial, production of video had no weird breathing into a mic, u didn't umm and uhh 100 times, and didn't excessively move the mouse or scene around, and I'm Canadian so for me you have an accent, but it didn't get in the way of you speaking clearly,... SOMEONE GET THIS GUY A JOB!!
what would be the best way to make it so you can't see it through walls?
any solution?
Bump. Would love to figure this out myself.
For now, I'm only building levels with windows.
I really wish this explained the steps instead of just showing them.
I'm not actually learning anything if I'm just copy-pasting someone else's code, and I'm left without the ability to adapt and customize any of this.
Bro you are a truly life savier! i cant tell you the amount of things that i been working on thanks to you! keep it going! thank you!
Thanks for taking the time to make this tutorial! Exactly what i needed :)
works perfectly! thank you!
YES! Thank you Matt for making this tutorial!
My pleasure!
@@MattAspland Hey mat you do paid help / one on ones using alot of your stuff
Thank you, the tutorial is great! I however experience some jittering of the outline. Do you know what could be a solution for this?
change the tonemapping. The default is after tonemapping, try before tonemapping
@@franciscojavierarrarte5301 I was looking for a fix but I couldn't find anything. thanks a lot
Incredible tutorial !!! Really helped when no other tutorial would. Thanks so much
Thank you for this tutorial! Always very useful!
To make it work based on a line trace (center screen hovering it), would we just enable/dsiable the "Render CustomDepth Pass" ?
As usual great videos with a great professional
when i step in the box its highlighting every item.
How do i make it only highlight that particular item within the box?
This is exactly what I needed, thank you very much!
Matt, do you not see that the outline is jittery? It's not usable in production.
Change Blendable Location in the material to "Before Tonemapping"
How would you go about applying this material to an actor/character? Could you maybe make a video on post process materials applied to them?
MY MAN... this is SO much easier than the way I was doing it lol.
Just wanna say, I'm a huge fan (btw you can use m+click for multiplier)
how can i highlight enemys like this? or is this method only for static objects? iwith a static actor it works but when i try to do it with an NPC it fails to detect the mouse over event...
Hey, love the tutorial. I'm having an issue when I click on an actor to outline it, it outlines every actor of the same class. Like I have an enemy I'm targeting and it highlights every enemy, even different meshes. Any idea why?
Hey Matt, can you help me understand why this doesn't work on my imported FBX models or Quixel models?
TayloredAnt's answer above actually worked for me, and I could keep using FBX models. Open the mesh and disable nanite in it, then it should start glowing
Thank you so much for this!
Exactly what I was after, cheers!
I have no idea how this works but thank you.
Thanks this helped me a lot! 👍
Great video and very helpful thanks
i seem to get this error, any ideas?
[SM6] SceneTexture expressions cannot be used in opaque materials except if used with the Single Layer Water shading model.
Thank you! You are great!
hi there, really like your tutorials. i have little problem, maybe you can help me with that. i have made two post process materials, your outline material and one "xray" material. i also have applied custom stencils to both of them, because i want enemies to be outlined and filled (by the xray material) in red color and allies in blue. i have two meshes, mesh A with stencil value = 0, mesh B = value 0. this technique works with the xray Material but not with your highlight material. i don't get it why? the input node, scene texture, custom stencil seems to show the same value for both meshes and both meshes are hilghlited using the same color. any ideas? help would be really appreciated. thanks in advance.
I know this is a bit of an old video, but could we have a tutorial on how to apply this shader only when a line trace from the user hits the object? Thanks!
You can do enable/disable custom depth from graph level, find actor and get component :)
Thx! That was helpful!
It's almost 5am, so I may just be brain farting... How do you make it so the outline appears only when the object is in view? Like, NOT have the outline render through walls/other actors, etc...but renders as expected when in plain view.. As I'm sure many others are working towards, I'm trying to make this functionality happen when an interactable actor is in view, and the player is hovering over it from a specific distance (using line trace).
Going to bed now...clearly need to.. 😛
Thank you in advance!!
does anyone know a way to have different outline colors for different objects? I believe it has something to do with stencils, but I have no idea how to set that up. I have been looking for a while now to figure out how to do that and I can not find a definite answer on what to do.
i cant seem to get this to work for me :( when i step in the box my whole screen goes to the colour of the highlight
Its not working with Nanite. Anyone any Idea how to fix this?
If you followed what is shown in the video exactly and it is still not working, try disabling nanite on the mesh it worked for me
Is there any way to get these outlines to show on invisible objects? Lowest material opacity I can go is 0.4ish before the outline completely disappears.
Is your mesh nanite enabled? mine stops highlighting when i enabled nanite on the mesh
How would you go about making it turn on/off with a variable and turn on when you near it?
Thanks for the great Tutorial! I am trying to use this to select objects on my map. The map uses a scnecapture3d who renders to texture (ortho view). but even thogh the player can see the outline the camera for the map seems to not capture it.
Is there any fix for this
How to make it highlight when the player is "looking" at it? For example when something is in range to be interacted with if the player have the crosshair on it
You have to look into raycasting on a separate tutorial. But you should be able to just make it so that when the raycast hits an object it sets its customdepth to true and when you look off of it, it sets it to false.
Do you know of a way to make the highlight effect occur so it only appears if you hover/mouse over the object?
First i recommend you read another user's top comment: Connor Vernon's about using custom depth buffer to achieve this. Then use a raytrace fired from either your viewport or cursor to get a reference to the object you are looking at/hovering over. Finally just get its mesh component and apply the above depth buffer settings to it to achieve the desired result.
What if we want to highlight one with red and the other with blue? Obivously at the same time so separate post process volumes won't cut it.
bgm is so good
what's with the aliasing and the shaking?
yea exactly why not aliased or how to alias @Matt Aspland pls
you have to do your post processing before tone mapping ( or after depending on your technique)... change it in the material detail panel :)
You can smooth it out by setting the material's "Blendable Location" From "After Tonemapping" to "Before Tonemapping" and you get a much cleaner effect (albeit this contributes to Lumen lighting, which may or may not be desirable)
@@conorvernon456 well thanks ill definitly check it out. I was doing the inverse mesh outline till now and its sad :(
Hey! I would like to know how we can creat a box with all round edges completely in ue , ,allot of people want to know this actually, and when I searched (how to round all edges in ue) yb recommend your channel , Thanks!
Hi, I'm using UE5, whenever I try to find the Custom Depth under Rendering of the Asset, it's not there. I only have Actor Hidden in Game tickbox. I already went to Project Settings and Custome Depth Stencil is enabled
정말 감사합니다 ❤
Soo helpful
I need this for plant models im making. I want the leaves to glow but the stems would need this effect. I just don't want to be seen through walls and other models. any way to turn that part off?
I can look into it further as there will most likely be a better way, but a temporary fix for that could be detecting when it is behind a wall and setting "Render CustomDepth" to false
*How can I make it so that I can use different colors at the same time ?!?!?!?! For example, I need to have a green color on the LMB, and a red color on the RMB. How?*
Supposedly nanite objects don't support highlighting in post process in UE5. Any ideas?
THANK YOU FOR THIS! I was pulling hair trying to figure out why my custom mesh wouldn't highlight and it was because nanite was enabled on it
How about one on a "night vision" look? B&W, green, etc?
Hello Matt Aspland Love ur video
can you show us some tutorial
how to change background music at different place
example:
when you go to inside the house,the music play,when you go to second floor or toilet or to your room,the music change to another music
2:19 - Isn't it just a shortened form of "ceiling" vs its counterpart, "floor?"
I do like the proper Celtic pronunciation now, though...
Thank You
why every mesh highlighted after done every,help!
This is nice amazing for things like magic search ability in games , but for some games this methodology is useless, and in VR totally :( But thanks for tutorial, hope I will reuse this in something else :)
How to highlight a item that just dropped from the ai that killed by player? I mean the item is spawn after player killed the ai, what should i do? thanks for any solutions!
Good tutorial
Cheers!
👍
how can i do that the outline will appear when i RMB it?
why wont it work for highlighting an object that has a blueprint?
doing this in 5.2 atm, I noticed the outline affect is very jitterly I have not been able to find any solutions
I'm using 5.2, done exactly like the video... no jitter for me! :o)
Great vid, went through the setup and got it all working, unfortunately realised afterwards that it doesn't seem to be working with Nanite. Any work-arounds to this?
Damn I was wondering why it wasn’t working on my imported meshes :(
Did you ever figure it out?
@@SketchyGameDev I found a work around... I don't remember the exact details, but roughly... I made a duplicate mesh with Nanite disabled and set the object up with that mesh as a child, and then disabled all of its render options so it was typically invisible. The highlight effect is then applied to that object, which was still visible. You still benefit from Nanite because the non-nanite object has its renderer disabled, so doesn't cost anything until it is highlighted.
@@Spacewarpstudio I was considering that, but I was worried it would drive up my render cost. But, if that’s not a problem I’ll give it a shot, thanks man! 👍
@EXODST I never found another workaround, I just moved onto other stuff and decided I’d get back to it later lmao
When he said we are going to go far to the left to give are self's space I cried.
He keeps doing it. 😭
Great tutorial! I have created a blueprint that locks my camera and cycles through enemies but cannot figure out how to implement the highlighting to my "current target" (actor variable) Any help would be greatly appreciated. 😁
Hey did you ever figure this out?
Hey one way that could work it is to use the Set Render Custom Depth function with the character mesh as a target and enable/disable it as it cycles between them
Btw you have a mistake in the timestamps
It says the overview starts at 7:07
Thanks, just fixed it :)
Why is the RGBA must be converted to float4? That makes no sense :| around 10:20
I tried to follow the tutorial on Game Instance, I'm so confused, I'm going for a similar style to Mario and Banjo-Kazooie games, I had some parts working, then the whole thing stopped working. I want to be able to collect the rings from a level, and keep them and use them to unlock doors located in the hub, for new areas.
I tried to make it possible to keep the score which I made an integer, I know the score comes from a widget.
Are you referring to this tutorial? Feel free to email me again for further assistance Martin
Great, thx. I've wanted an outline for ages. Hadn't realized I wanted the 'xray' poss! Curious about how to do not-xray, ie the outline only shows on the part of the actor not blocked by something in front of it (but maybe that's obvious once I think about it).
did you find a way to disable the x-ray?
@@vince2222 Not before I got pulled away from this particular project, sorry -- but thanks for asking, I really want to get back to this one. 😀Please do post if you find the trick!
When I read the title I was thinking of that material that looks like Tron.
also why does it look like kylo rens lightsaber?
You can see through the wall
Am I the only one that sees the weird flickering, like a small flickering/pulsating thing going on with the outline? Does not feel solid. How does one fix this?
If you haven't solved it yet, or anyone that wants to know how to fix it in the future:
Go to Project Settings, search for Custom Depth with TemporalAA Jitter and uncheck it.
Simply like so....
14:10 The reason behind that is because the camera in the view port needs to be actually inside the post process volume. 14:12 as you can see here you can't see the outline but as soon as you get inside of the post process you do
SEE-uhl. You don't saying KEE-ling when talking about the inside part of a roof.
Wow, I need this in my Muck clone game 😁😁😁😁😁😁
tks
works in unreal engine 4
I don’t have a outliner setting and no video tells me how to get it
has anyone found a way to make it so the outlines arent jerky ?
yes in the material graph in the settings set Blendable Location = Before Tonemapping
Now to figure out how to get it to react to a mouse over instead of the camera entering a box 💀
Make an event in the Player Controller BP that checks for new actors that appear under the cursor location, and everytime you hover over a new actor, the event fires (you can make this in the Event Tick using DoOnce node to only fire it once when the new hovered actor is not equal to the old one). Then make a Blueprint Interface function and connect it to that event (so everytime the cursor hovers over a new actor, it fires this BPI function). Then in your actor BP (that you want highlighted) make an event from this BPI function and connect it to a "Set Render Custom Depth" node and set it to true. That's it. Also in your Player Controller BP make an actor variable in which you will store the current hovered actor, and before you fire the next BPI "outline on" function on the new actor, make sure to fire another one that will turn off the custom depth for the previous hovered actor (otherwise you will just be highlighting everything without any highlights turning off after you stop the cursor hover). Oh and ofc set the post process volume to "unbound".
Is there a reason why the Outline doesn’t look smooth and looks very jittery and, well, not smooth?
Change Blendable Location in the material to "Scene Color Before DOF"
I don't think this works in UE 5.4
"Ceil", pronounced "seal", abbreviation of "Ceiling" (meaning "top of", opposite of "floor")
Doesn't seem to work for me, or I missed something
Version: 5.1.0-23058290+++UE5+Release-5.1