I am looking for a way to skip/disable rendering of the scene for main camera. I want to render just the UI and use sceneRenderCapture to display different viewports in order to create more flexible splitscreen solution that can be adjusted dynamically(for example dead player would have smaller screen).
I can do that now, but because I will render over the whole viewport, the main camera rendering would go to waste.
I could probably put the camera somewhere very far and rely on culling, but it would still be wasteful.
I am not afraid of C++ solutions. Setting the viewport to NULL did not work as I thought it would
playerController->SetViewTarget(nullptr);
I tried all sorts of disabling/deactivating existing camera, and each time I managed to do that, some default camera was used that was placed in the origin of my pawn.
Does anyone have any tips, or do you think it will not cause any major problems to use the culling method? I know that there has to be a way because I noticed the freedom of changing splitscreen is present in hazel light studio’s games. I was trying to do this since I started with UE4 and after playing Split fiction I realized that it has to be possible to do somehow so I want to give it one more try.