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Worlds with custom depth enabled should not get occluded #418

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mattwla opened this issue May 29, 2021 · 0 comments
Open

Worlds with custom depth enabled should not get occluded #418

mattwla opened this issue May 29, 2021 · 0 comments

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@mattwla
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mattwla commented May 29, 2021

I think this is how meshes work in UE4 by default, maybe good for voxel meshes too for consistency?

bool FVoxelProceduralMeshSceneProxy::CanBeOccluded() const
{
return !MaterialRelevance.bDisableDepthTest && !ShouldRenderCustomDepth();
}

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