[UPROPERTY](Programming/UnrealArchitecture/Reference/Properties)(EditAnywhere, BlueprintReadWrite, Category="Stencil Clip Layers")
TArray< FActorLayer > StencilLayers
For each layer in the array, the world will be rendered and then a stencil mask will clip all pixels not affected by the objects on that layer. This is NOT a true layer system, as translucent objects will show opaque objects from another layer behind them. Does not write out additional post-process materials per-layer as they will match the base layer. Only works with materials that can write to custom depth.