I have three monitors, and I have three camera actors in the game. I want to have each monitor display one of the cameras, respectively.
I already know how to get the information (id, name, resolution, etc.) about the monitors, thanks to this post FDisplayMetrics::GetDisplayMetrics | Unreal Engine Documentation
My question: Given the monitor id (or name) and the reference to a camera actor, how do I make the camera’s scene displayed on that monitor? Do I need to have three SWindow
objects?
I know a workaround: Run three game instances, each one for a camera. This is easy. Then, I use the following code to make each of them shown on corresponding monitor: Reference: https://blog.csdn.net/u014532636/article/details/80451370 (in Chinese)
#include "Misc/CommandLine.h"
void AMyActor::AA()
{
// Move window to the corresponding monitor
if (GEngine && GEngine->GameViewport) {
int MonitorNumber = 1;
FParse::Value(FCommandLine::Get(), L"monitor=", MonitorNumber);
FDisplayMetrics Display;
FDisplayMetrics::GetDisplayMetrics(Display);
int8 MonitorIndex = MonitorNumber - 1;
int32 CurrentMonitorWidth = Display.MonitorInfo[MonitorIndex].NativeWidth;
float WidthPosition = (MonitorIndex)*Display.PrimaryDisplayWidth - CurrentMonitorWidth;
float HeightPosition = 0.0f;
FVector2D WindowPosition = FVector2D((-1)*WidthPosition, HeightPosition);
GEngine->GameViewport->GetWindow()->MoveWindowTo(WindowPosition);
}
}
Finally, add the ApplicationCore
module in Build.cs
file, so that the linker knows where to find the library used above.
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