I currently use a small hidden room where I capture with a SceneCapture and then mask the RenderTarget against a background color to show the objects on the UI, but that’s really not ideal, especially since I do this 10 times and 10 SceneCaptures with 10 RenderTargets already have quite some fixed overhead.
When will UE4 support multiple worlds? Why does it work in the editor? Shouldn’t it be possible to bring the functionality to a standalone version too?