Depth Priority Group not sufficient in UT3
In UDK I can set a mesh's DepthPriorityGroup=SDPG_Foreground to make it visible through walls or any other obstructions. Unfortunately this doesn't quite work in UT3. It does make the rendering happen in the foreground, but once the object would be completely occluded at its normal depth, it disappears even if it is being rendered in the foreground. This is happening offline, it isn't a network relevancy issue.
If anybody can help me render occluded objects in UT3 I would really appreciate it!
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