2 cameras, 1 object, visible on one camera, not visible on other camera

hello guys, I need help, I have camera that look at roof and I want to see through that mesh, but when I use camera inside I want that mesh to be visible, how to do that, I tried lot of things, but I am not sure how to do that because I am noob in blueprints, so i need step by step :slight_smile: If it is possible outside blueprint, please inform me. Thanks in advance

Sure it can be done with blueprints, but it’d be better and also easier to do in Blender. Here’s a tutorial on it :blush:

with all do respect, this is not blender. I can do in 3ds max also , I need it in UE…

What do you mean by that :thinking:

You don’t create your models inside Unreal, you do it in a 3D editor such as Blender or Maya and import.

Like I said, we can still make it work with blueprints, but it’d be so much more practical to assign your mesh a one sided material in Blender and import to Unreal.

just to know i reported your comment because i think you were trolling, next time be precise and on matter, i don’t use blender (doesn’t mean I wont use it in future), yes one side material maybe can help (but lightning problem is not solved). But that is not question i asked here. If you can’t help please don’t make worse, I asked for blueprint not way around.

I would also show you how to do it with blueprints if you asked nicely but I’m not interested anymore :blush:

I made a post about that and I asked nicely, but you decide to troll. Please go away.

if its just one mesh you can do it manually, create a function that ‘possess’ the camera and set the mesh visibility

or you could use post process and/or stencils

or you could possibly use Scene Capture 2d which has the option to hide certain actors.

im not in engine right now so can only offer general guides

thanks, blueprint without blueprint step by step is really difficult for me to recreate, I am noob in that field, and I am learning it, learning curve is steep. That thing in post process is interesting if I can avoid blueprint.

it will help to see what code you have so far so i can point you in the right direction

for visibility none, am am in void looking for solution. As a project, I have 2 blueprints, first person view mostly took for default UE project and top view with capsule and cine camera. Also I have blueprint for widget so i have some buttons when I pres one it opens one view when I press other it opens other view. Most of this was made by looking tutorials, some things I get it some I have no clue why :slight_smile: as a widget design its straight forward and easy for design, and connect the dots. It would be cool to have that option in details panel of camera to exclude some objects and don’t see them in viewport, and other camera to see it. That would be best and easiest solution:) I just found some clip and way too complicated blueprint that I can just copy raw with no idea what is happening in background. but its something similar that I am looking for. HERE IS LINK OF VIDEO and here is link of this talk

Only difference is that he really use camera as model :smiley: to me its two cine cameras of UE :smiley: