Doctor, here’s one approach that might work for you…
To merge textures representing multiple view angles into a final interleaved image you can create and use your own post processing material. Within that post processing material, a mask image containing only black and white pixels can be applied to each of the view angle images to hide (black) or reveal (white) the pixels you want. In my example, the mask image I’m using is going to be a simple checkerboard pattern, but this could be any pattern you’d like…
(This version is scaled up for illustration purposes. Do not use this image directly.)

Setup
Create your pattern in your favorite graphics program and import it into Unreal Engine.
Open the texture you just created in Unreal’s Texture Editor and change it’s “Texture > Filter” value to “Nearest”. This will keep the texture from being smoothed.
In your map, add a Post Processing Volume and turn on it’s “Unbound” tick box.
In the Content Browser, create a new Material and open it for editing.
With the main material node selected, change it’s “Material Domain” to “Post Process” and save.
Back in your map, select your Post Processing Volume and add an element to the “Blendables” array selecting “Asset Reference” as its type. Then, open the asset drop-down that appears and select your post processing material.
The Material
Here’s what the post processing material graph looks like:
The Result
Here’s a zoomed in version of what the final running app looks like…
I hope this helps. If any of this is unclear just let me know and I’ll explain further.



