Camera stacking

I’m wondering if Unreal has a similar system to Unity with camera stacking?

For example lets say I have a spaceship and would like the interior to be static where people can walk around and look out of the windows, in a separate area far away i would have another camera in a small domed area which matches the rotation of the player camera which sees the stars, planets, other ships flying about, almost like a mini universe.

In Unity you have the player camera set to depth only so that the background is in essence transparent and the space camera is then layered behind this creating the illusion that you are looking out of the window into space, works super well and very cheap too when you setup the camera to only render certain objects and have a small far clipping plane.

A more basic version of this would be a dynamic skybox where like in Half life 2.

I had a go trying to recreate this in Unreal but it certainly didnt seem as simple of ticking a few boxes, in the end I had to create a render texture from the space camera that projected onto a dome in front of the player which didnt seem particularly cheap especially as it had to scale the texture based on the resolution of the game.

Does anyone know how its suppose to be done in Unreal? Or was the way I did it the best?

Cheers.
Rob