Outliner System #
We have made some videos about the outliner system.
If you would like to know every little detail, please check:
Or a quick overview:
And some cool use cases like overlap detection:
Prerequisites #
- If you use the outliner, please set custom depth stencil pass to enabled with stencil

- After migration, please open the Example map and test if everything works without any problems. Do not continue if it does not.

- If you desire minimal file migration, please only select the actor component that you desire and right click -> Migrate that specific component.
Core Principles of the Outliner System #
The Outliner system via a custom depth stencil. It will set the value on any specific mesh or sprite.
You can get any actor reference and call the function “Switch Outline On Actor” from the outline component. As an example:
- Trace forward from active camera and return the hit actor of that trace.

- On that actor, we switch the outline on actor to true if it doesn’t have outliner on it, or to false is there was already one enabled.

- You can also just call it on any event. e.g. via an interaction event:

- So, on any actor, just call the Switch Outline On Actor function and it will work!

There are many useful functions in the AC_Outliner. Open the Example map to check how they work. Specifically, the ThridPersonCharacterOutliner has the example implemented of the main functions.




use cases #
Change the outline color #
To change the color of the different outlines you need to open the ‘PP_MI_Outliner_SceneDepth’ material instance. In this material instance there are 3 variables. One for primary, secondary, and tertiary. By modifying these colors, your outline color will be changed.
