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
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.
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:
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…