In source file MoviePipelineDeferredPasses.cpp
This code responsible for copying from the buffer to the texture. But why does he take only one player?
Why does not accept Splitscreen.
// Render Target that the GBuffer is copied to
int32 NumRenderTargets = (bAddDefaultLayer ? 1 : 0) + StencilLayers.Num() + 1;
for (int32 Index = 0; Index < NumRenderTargets; Index++)
{
UTextureRenderTarget2D NewTarget = NewObject(GetTransientPackage());
NewTarget->ClearColor = FLinearColor(0.0f, 0.0f, 0.0f, 0.0f);