About me
Hi 2+ years of experiance in game development in Unity3d
now we switched to Unreal, i don’t know anything about unreal i am new to here.
Question
I will set 2 or 3 cameras in my scene on different different places as my wish,
i want to set camera-1 for monitor/display-1,
camera-2 for monitor/display-2,
camera-3 for monitor/display-3,
This question has been around for years, but it has yet to have been satisfactorily answered. It would really be amazing if Epic would officially support this feature.
For now, You can not with this source, It Just copy final texture from framebuffer to second window, you you can setup more window(if you put one more BP_MV_SpectatorWindowActor to scene, but it will be same frame texture, for your setup it possible, but it should be rendered 2 different ViewPort instead one.
Hi Rizzu_R, I know it’s an old post but did you find a way to achieve what you wanted ? I am trying to show different cameras on different monitors as well. I have tried Denis’ plugin but I don’t think I have enough knowledge of UE4 to modify it the way I want… Any help is welcome
For anyone looking to solve this problem. Unreal engine 4.20 has a new plugin called n-display that allows you to sync multiple computers + screen I look forward to using it.
RizzuR It allows you to use multiple cameras as well and even link fultiple frame synced PCs. You can even build CAVE like systems with it which typically have 5 displays, 5 cameras, and 5 computers
In the sample project of nDisplay, the configuration file contains the following lines: # In this example we have only one static camera (no tracking). [camera] id=camera_static loc="X=0,Y=0,Z=0" parent=socket_cam
This does not necessarily means that only one camera is supported.
Thank you so much. We also used scene capture 2D rendering last summer implemented in Blueprint, and it had a serious performance deficiency when the resolution of scene capture was above 512*512. I am ecited about your work not only because it is encapsulated into a standalone plugin, but also for its better performance when resolution is high thanks to its implementation in C++.