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motorsep
10 years agoMember
[Gear VR] Rendering mesh over scene (sorting order?) - how ?
Since there are not docs on newly implemented overlays in UE 4.11 (and presumably those were for PC only), the only way I see implementing HUD and alike elements for Gear VR is by having plane (static mesh actor) parented to the camera with an offset and having either until (and masked) material or 3D widget on it.
The problem I am experiencing is that if such static mesh-plane is too close to the camera, it gets clipped (and playing with camera's near clip distance doesn't help much). If it's far enough from the cam where it doesn't get clipped, it goes through the walls/characters/etc.
How can I setup these static meshes (that really suppose to be overlays) so that they render on top of everything else ? (so even if it goes through the wall, it still renders on top of it)
Thanks
The problem I am experiencing is that if such static mesh-plane is too close to the camera, it gets clipped (and playing with camera's near clip distance doesn't help much). If it's far enough from the cam where it doesn't get clipped, it goes through the walls/characters/etc.
How can I setup these static meshes (that really suppose to be overlays) so that they render on top of everything else ? (so even if it goes through the wall, it still renders on top of it)
Thanks
3 Replies
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- motorsepMemberSolved!
- delphinius81Rising StarMind posting what you did to solve this problem for anyone else that experiences it? Thanks!
- motorsepMemberhttp://www.tomlooman.com/the-many-uses-of-custom-depth-in-unreal-4/
At the bottom of the comment section. Except that positive values worked for me.
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