Camera view to render target without scene capture

I have a VR project where the render target is the monitors view. I can’t use scene capture because for some reason it doesn’t seperate translucency or it captures the translucency after/before (idk) the post processing which messes up the shaders, which work on a normal camera. When using scene capture the shader looks the same as if its set to “before tonemapping” on the material or “seperate translucency” set off from project settings.

  • I found a plugin which captures the camera view to render target so I know it is possible but the licencing of the plugin is really bad so im not gonna use it. If there are other plugins than “off world live” let me know.

  • I also tried composure with CG layer but as far as I could tell it only copies the settings from the external camera to the scene capture.

Solved!
There is one line in the scene capture source: ShowFlags.SetSeparateTranslucency(0); I changed that and the scene capture works now. For some reason it is not exposed to blueprints so I wasted so much time finding a workaround.

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