Camera Switching for Scene Capture to render target (umg)

Hi, as title says, having trouble building a BP to feed several cameras to one Render Target.
Render Target Material is displayed as a UMG/HUD element.

I have the cameras in an array as below. I want to switch between then whilst in game mode

Any help much appreciated!

Are they components of the same actor? Or each camera is a standalone actor?

Hey, thanks for replying. I am doing everything in Level Blueprint. Each camera is a separate Scene Capture Actor.

I am fairly new to Blueprints btw, so I expect it will be a fairly simple solution that I’m just not aware of. Thanks.

A quick question regarding:

feed several cameras to one Render Target

Before we start digging deeper into this → you want to see a view from single camera at a time, right? And cycle between the views.

Consider using a single camera and simply move it to a new location (you can use any scene component to mark a new locatin). Something along the lines of:

Much more resource friendly & easier to manage. There is a project sample attached to my post.


If you do have some additional requirements that would render this approach undesirable, do tell

Consider using a single camera and simply move it to a new location
-Ha! Yes, I like it. I would not have thought of that, even though it is a simple solution.

However, I would still be interested to know how to approach this problem.
For context, i am trying to make something which will be used to create visuals for music, so not needing to be playable by anyone else. I want to have these kind of modular ways to change visuals/parameters using a midi interface.

So, atm I can change main (player cam) location in the way you suggest, which effectively changes the background in this image. Then I want to cycle through a different array of cameras for each of these squares, which are render targets implemented thru UMG.

thanks for your suggestion so far.

I’d still go with my original suggestion - especially now that I understand better what the end goal is → the easiest to set up, maintain and the most performant.

Then I want to cycle through a different array of cameras for each of these squares

For 3 viewpoints shown at the same time, you’d need 3 capture components (unless it’s all static - unlikely as I feel things will move and look snazzy), each with its own Render Target + Material. They can all share a widget.

I’d create an actor with the capture component and a bunch of desirable locations, here arrow components you can position and point at what is needed:

Cycling cameras would mean positing this capture component at the arrow’s transform.

Now we have 3 actors, each with a capture comp and a bunch of unique viewpoints:

Each actor knows how to move the capture component to a new transform:

And the LB could then request switching to a new point of view:

And if you really wanted to have captures where each is its own unique thing, you could do something along the lines of:

But that would become awkward & cumbersome rather quickly as you would need to juggle which component is allowed to capture to one of the shared render targets. And we have 3 (or more - who knows) of those setups to boot…

Doable but seems overengineered.


There also a chance I did get the whole thing incorrectly, jumped to conclusion and so on… :smiley:

That is incredibly helpful.
I would never have got there on my own.

thanks so much!