Does UE5 support multiple active cameras to render different depth buffers separately?

Unity3D allows you to easily render multiple cameras to the screen, so that you can have separate cameras doing different things (rendering the skybox, rendering the player model, etc).

Does UE5 allow this?

Yes.

Exactly how you do it depends. For example, for couch co-op, there’s built-in split-screen support.
For “security camera” use cases, there’s render target support as textures, where you then map the texture to the TV screen object. (This also works for mini-maps too, map a top-down camera to a UI widget texture)
For custom depth/stencil (so you can paint outlines of objects and so on) there’s a separate render pass and pre-defined “custom depth stencil” buffer feature you can use.

Finally, if you want to build something like a 3D editor with the classic four viewports, you can set up multiple viewports with multiple cameras, just like how the split screen support does it, but without tying each of the cameras to a separate player controller. I haven’t seen this done in Blueprint, but it’s certainly doable in C++.

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