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    Secondary Camera

    Hey everyone! This is my first post on here, but I know people like things short and to the point so here it is. I'd like to make a secondary camera on display, so for example the player can look at his cell phone/camera and it shows whats ahead of them while also looking through the same camera the pawn uses by default. Is this possible? and secondly if that is possible, is it possible yo give the cell phone/camera view more light that isnt visible to the default camera, so like a night vision kinda thing? Thanks for anyone that takes the time to help! By the way, I'm completely new to UE4 and i'm planning on using Blueprint for this, but if its possible using simple C++ i'm willing to learn C++, programming isn't a new realm for me.

    #2
    First of all...Welcome aboard.

    What you said is certainly possible. If you go to the Market Place you will see Blueprint Office project. In there they have a security camera that captures the scene and renders on a monitor. Feel free to explore it.
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      #3
      Thanks alot! And thank you as well for the quick response, with other forums for other engines it takes a while for people to answer and even then its usually not good haha Now, is the secondary lighting thing possible as well? Sorry, like I said I'm new. Thanks again!

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        #4
        Originally posted by BlakFoxProductions View Post
        Now, is the secondary lighting thing possible as well? Sorry, like I said I'm new. Thanks again!
        It is also possible. Each camera has its own post process functionalities so you can have individual effects for camera's. Recently i showed a Watchdogs style camera hack system in which i have separate post process effect for cameras.

        Originally posted by BlakFoxProductions View Post
        Thanks alot! And thank you as well for the quick response, with other forums for other engines it takes a while for people to answer
        Welcome to Epic Community.
        Support my RTS Game (Agora) on Patreon!
        Unreal Nexus - Create Share and Experience!
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        [PLUGIN] Aws Gamelift Client Plugin
        [TOOL] Create your own binary release of UE4 from GitHub source
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          #5
          First off, I'd like to say that video is really impressive Second of all, thank you very much. Finally I can actually get further than designing a game haha again, I appreciate the help, thank you!

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            #6
            Originally posted by BlakFoxProductions View Post
            First off, I'd like to say that video is really impressive Second of all, thank you very much. Finally I can actually get further than designing a game haha again, I appreciate the help, thank you!
            Happy to help.
            Support my RTS Game (Agora) on Patreon!
            Unreal Nexus - Create Share and Experience!
            Unreal Engine 4 World-Wide User Map

            [PLUGIN] Aws Gamelift Client Plugin
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            Satheesh PV (a.k.a RyanJon2040) | Twitter, Instagram, Facebook, LinkedIn, YouTube, Google+

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              #7
              I have another problem, sorry. Okay, so I screwed around with the Blueprints office Monitor stuff for a bit, and then i found the Scene Capture 2D and noticed it basically did the same thing. Now I need to know if its possible to parent the Scene Capture to the player and then make a material out of it for use on the phone object. I've managed to parent the Scene Capture to the pawn, but I have no idea where to go from there. To help a little hopefully, what i'm trying to do is make an object that the character holds in their hands, and then when input is given, is raised to the face so you can see the screen, but I still want the default camera used because I want the world to be able to be seen outside of the camera whilst using it. It sounds really complicated, and it probably is, I could just add post-processing to the main camera and leave it at that, but if what I want is possible, then I going to do it. Thanks to anyone that takes the time to help, I know this is a lot.
              Last edited by BlakFoxProductions; 08-09-2014, 09:24 AM.

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                #8
                Hello,
                maybe i am wrong but it looks like a simple hud set up where you show the phone on a click and set (i am not sure rendertarget2d or texture2d, would have some tries to do) i am new to those but as i look at them actually, it looks like the idea for me.

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                  #9
                  Originally posted by Fen View Post
                  Hello,
                  maybe i am wrong but it looks like a simple hud set up where you show the phone on a click and set (i am not sure rendertarget2d or texture2d, would have some tries to do) i am new to those but as i look at them actually, it looks like the idea for me.
                  Sorry, but I'm a bit confused as to what you mean by that, could you elaborate a little? Thank you

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                    #10
                    I've learned a lot from this horusheretic tutorial about hud : https://forums.unrealengine.com/show...hlight=minimap

                    so for me you would draw a static texture of the phone in the hand on your hud with hit boxes on the side of phone for events (or what your design is) and a" minimap like" in the place of the screen shown when you click to activate event show camera like in the blueprint example tutorial)

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                      #11
                      That just might work. I'll try it and see if it works, thanks a lot!

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                        #12
                        So I did what you said I should try and it worked nicely. I wanted it to look a bit better though, so I made a quick model of a phone to test and I was going to overlay the hud over the screen part of the phone so when you held up the phone, it looked like the phone screen. Well while I was doing it, I got the idea to add the glass material to the screen area and then change the glass green to look like night vision and it turned out really nicely as well. Now i'm stuck between using the HUD idea like you said or using the model with the green glass haha but thank you for help, it did help a lot!

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