hmm this works in a small viewport but when i try it in fullscreen, the outline stops and starts a lot. any idea how i could fix this or what could be causing it? Edit: Changing the SceneTexture:CustomDepth node (the one before the If node) to :CustomStencil fixed this!
@aadityarajkarki7610 Жыл бұрын
Hello can we replicated post process? like team 1 can see each other from same team but i dont want another team to see outline of team 1 .
@makeunrealthings2 жыл бұрын
Thanks)
@furrybproductions2 жыл бұрын
So, if I wanted to use this to have objects highlight for only the player that is interacting with the object, how would I do that? EDIT: I watched your video series on replication and I think I figured it out. When beginning the interaction, set the interactor's owner via a custom event run on server then set the highlight via a custom event run on owning client, then when ending the interaction, deactivate the highlight and set the owner back to the server on the server. I should be able to run the same events in either case and run a quick book check on each. Thanks!
@harvzgames9622Ай бұрын
IK This video is old but is there a way for the player to be able to change the outline themselves
@taymack97252 жыл бұрын
Anthem flight system tutorial pls
@fael0972 жыл бұрын
how do you make it so the outline is not all pixelated / aliased?
@ReidsChannel2 жыл бұрын
hmm, you'd have to do something else in the material to make the pixels closer to the edge of the outline transparent but off the top of my head idk exactly how you'd do it. I'm sure you could come up with pretty simple logic in the material to handle that tho. Increasing the line thickness might help a little too.
@tomaslaaperi58492 жыл бұрын
Rafael: For me the outlines looked weird and I could see through walls no matter what I did. BUT when I played the game in standalone it all works perfectly. Idk why. Maybe its the same for you?
@drowgard2 жыл бұрын
Try this: 1. Go to project settings, Engine-Rendering, Custom Depth with TemporalAA Jitter and enable it (True) 2. In material file on Result node (where Emissive Color) change Post Process Material, Blendable Location to Before Tonemapping
@ReidsChannel2 жыл бұрын
@@drowgard Just a warning, if you do this, your particle effects will blend with the outlines. So if you have a white particle effect in front of a red outline, the outline will turn pink.