Different geometry/materials in different camera viewports

Let’s say I want to draw a map of the world, but I don’t want to use the same high-detail geometry as the regular view, but a stylized version. And also I would like to draw players as StaticMeshes of circles or cubes instead of fully skeletal meshes as they are normally.

Is there a concept of ‘Render groups’ or anything similar that I can use to achieve this ?
If there was, then I could tag certain meshes in the world to show up only in the Map view, while the rest would show up only in the regular view. Ideally they would be checkboxes like in the collision preferences. And inside the class blueprint of the player character, I would have a Skeletal Mesh for the regular, high detail view, and a Box StaticMesh tagged as showing up only in the map view.

How would you implement this in current UE4 ?

EDIT: I see UnrealEd has support for Layers, any way to toggle these for cameras ?

I was able to do something like this in UDK using Kismet only.

You can see the minimap on the right top corner, following the player which is shown as a sphere. It wasnt the best way to do it but it was good enough for me since i wasnt making a game. It involves a lot of attaching and some weird stuff so i’ll wait until others to tell you the right way to do this. I can tell you about my way if no one shows up. :slight_smile:

Layers are used as some sort of Scene Outliner for editing the level, btw.

Yeah I can think of a couple of different ways to fake it, having the map geometry somewhere hidden (like under the level) and then trying to copy the movements of the actual players onto simpler staticmeshes via blueprint is definitely possible, but since there’s already options for LOD levels and such per camera, something like this should be possible without hacks.