Hi, im making a driving simulator in unreal engine and I was wondering if there was a way to stream diferent parts of the game in different screens, similar to this:
the problem I have with that its that, even if you do that, you cant really see at the sides. think of how you move your head when you are driving a car. this picture might be a better example.
Well, you should have a window the size of three screens anyway.
You make a widget with a horizontal box and three pictures in it (with render target material).
(If the game window is narrower, everything will break…)
The character’s real camera - preferably in an empty room, so that it does not render anything and does not take up resources.
Another crutch is to create a network game on one computer, then you will have three windows that you can arrange as you like…
Ideally you would probably get into the code and change the rendering principle so that the character’s camera is not rendered at all, and the image on the screen is automatically drawn from the capture components (nDisplay probably works like this…).
You can also see how split screen multiplayer works, it will be a good starting point for your own solution (I think).
UPD
ChatGPT talks about using FSceneViewExtension…
This will allow the CPU not to do “extra” work, which will significantly (~10-30%) improve performance.
Shipping or Development build?
The engine itself and the level load correctly? Make a transparent area in widget so you can see the character’s camera (the level is behind).
And does it work if you run Standalone Game?
I suspect that your Render Target assets, or something related to them, are not being packed into the build.
im trying the resolution change on the intro of the game, to see if it works fro 3 screens. and even with the resolution you said and in windowed mode, it looks like that.
If i get that to work the game itself should work because is esentially the same.