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PJninja

Occlusion in Unreal Engine

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I am trying to get SRworks to occlude virtual objects in UE4 via Depth Image. I want a virtual ball to hide behind a real chair, or hands to cover the ball like in the new update examples. I have successfully gotten this to work in Unity, however; Unreal seems to be posing a problem. What steps do I need to take to dive into the occlusion via Unreal, is there anything engine side preventing this feature from occuring the same way it does in Unity? Thank you.

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