Hi All. How to cull overlapping sections of two meshes having same translequent material in unreal 5.4. Like i have two spherical mesh and they are intersecting. I want to cull/not render the intersected portion of them. And only render the portion of them not intersecting. How can we achieve this when both meshes have translequent material? Thanks.
what you’re looking for is a boolean operation. Unfortunately there isn’t really a neat performant way to do this. Dynamic Mesh comp might have some of those functions pre build, but you’ll likely see a significant drop in performance if you try to use it in real time.
I’m guessing though that you’re problem here isn’t necessarily that you’re meshes are overlapping, but that they are rendering through each other. This is fixable by writing their depth into a custom depth buffer and checking against that depth buffer when setting the masked opacity value in the material.
Actually I have 2 copies of same static mesh and i am applying dynamic material instance to them with same parent material. And the parent material is translequent. I want to cull/not render the intersecting portions of them. Do u thing there is a way in unreal 5.4 to achieve this usecase?
no, not quite.
It’ll also cull out any part of itself it happens to overlap with in screenspace.
Could try something like this?
For that we will meed dynamic mesh. With static mesh it isn’t possible right?