# Correct way to display two cameras

**URL:** <https://forums.unrealengine.com/t/correct-way-to-display-two-cameras/2028881>\
**Category:** Rendering\
**Tags:** unreal-engine, splitscreen, Blueprint, question\
**Created:** [September 20, 2024, 1:18am UTC](https://forums.unrealengine.com/t/correct-way-to-display-two-cameras/2028881 "2024-09-20T01:18:24Z")\
**Posts on this page:** 1\
**Showing post:** 2

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**Author:** ![ItzPray99](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@ItzPray99](https://forums.unrealengine.com/u/ItzPray99)\
**Post date:** [September 20, 2024, 2:58am UTC](https://forums.unrealengine.com/t/correct-way-to-display-two-cameras/2028881/2 "2024-09-20T02:58:19Z")

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This is similar to my post about rendering Secondary Views. It gets much more complex if you don’t want to use SceneCapture2Ds. At least in what I am trying to do. 😕

> [@Rendering a Secondary View from a Different ViewOrigin Using SceneViewExtension Without Affecting Main View?](https://forums.unrealengine.com/t/rendering-a-secondary-view-from-a-different-vieworigin-using-sceneviewextension-without-affecting-main-view/2018481):
>
> I’m working on a project where I need to render the scene from a different ViewOrigin without affecting the main camera view. My goal is to set up a secondary view that renders the scene from an alternate location and orientation (Without SceneCapture2D), and then access its SceneTextures (like SceneColor and SceneDepth) directly within the rendering pipeline. What I’m Trying to Achieve: Render a Secondary View: Create a new view that renders the scene from a different ViewOrigin and ViewRot…

I haven’t figured it out yet. If I do I will let you know and help you set up something with your setup.

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