I found an example of dynamic splitscreens here (Dynamic Split Screen)
I was wondering if this is also possible in UE4 ? The example code renders the first view and overrides it with the second view part. This would be bad for performance, does anyone know a technique that could be used in UE4 to achieve such splitscreen?
Right now, I dont know how to do it in C++, but it should be possible already, via changing the runtime, what means you have to recompile the whole engine ;(.
I would like to see the following features exposed via blueprints to change viewports: sizeX, sizeY, originX, originY.
I know this, because I found the structure thats used for the splitscreen data:
When we would have that interface, we would be able to do whats seen in the video under the link you posted.
The code to create custom splitscreen viewports can be found here:
‘Engine/Source/Runtime/Engine/Classes/Engine/GameViewportClient.h’
‘Engine/Source/Runtime/Engine/Private/GameViewportClient.cpp’
‘Engine/Source/Runtime/EngineSettings/Classes/GameMapsSettings.h’
Yeah I’ve seen that myself, but in the example you can see that the viewports are rotating. I added an image as example. I assume it is a lot of engine work to achieve this.
Set up several widgets that stream what cameras show. Make several cameras that when placed next to each other look like the whole screen. Probably 8 cameras in total for “four players.” 2 per player. Be sure to assign each to a player.
Animate widgets for each player. e.g. using image widgets for line effect.
That’s my idea for solution.
Faking it with render targets might be a brilliant idea.