![]() MI_Inverted is an instance of M_Inverted. Afterwards, set its material to MI_Inverted. ![]() Make sure you have Outline selected and set its Static Mesh to SM_Viking. Add a Static Mesh component as a child of Mesh and name it Outline. Navigate to the Blueprints folder and open BP_Viking. Now, you need to duplicate the mesh and apply the material you just created. Here is a demonstration using the original mesh:Īt this point, the material is complete. By multiplying the vertex normal by OutlineThickness, you are making the mesh thicker. In Unreal, you can move the position of every vertex using World Position Offset. Now frontfaces will output -1 and backfaces will output 1.įinally, you need a way to control the outline thickness. To do this, you reverse the signs by multiplying by -1. This means frontfaces will be visible and backfaces will be invisible. TwoSidedSign will output 1 for frontfaces and -1 for backfaces. To mask the outward-facing polygons, create a TwoSidedSign and multiply it by -1. This will control the color of the outline. Next, create a Vector Parameter and name it OutlineColor. If you leave backface culling enabled, you will not be able to see the inward-facing polygons. Enabling this option disables backface culling. ![]() This will make it so lights do not affect the mesh. You can adjust the threshold by editing Opacity Mask Clip Value. This will allow you to mark areas as visible or invisible. Afterwards, go to the Details panel and adjust the following settings: Navigate to the Materials folder and open M_Inverted. Note: Because of the masking, this method is slightly more expensive than using a manually created mesh. This will leave you with the inward-facing polygons. Creating the Inverted Mesh Materialįor this method, you will mask the outward-facing polygons. The method is slightly different but the concept remains the same.įirst, you need to create the material for the duplicate. This will allow the duplicate to move with the original mesh.įor this tutorial, you will create the mesh in Unreal rather than a modelling program. If working with skeletal meshes, it will also allow you to skin the duplicate to the original skeleton. This will give you more control over the silhouette. Generally, you should create the inverted mesh in a modelling program. Hard edges and concave areas will create holes in the outline.
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