This should be simple. But I’ve been spending way too much time trying to figure it out. Everything I’ve seen just focuses on one camera and one target, which yes. That’s simple. But I have multiple cameras set up throughout my level. The player can click on the cameras to enter into a system where they can switch between all the cameras in a forwards/backwards cycle. (Easily accomplished here since it’s a simple “Set View Target with Blend” call from one camera to the other to set the player’s view to that camera.)
What I need to do now is: I have a monitor set up in a security room where I want the view, every few seconds, to swap between the mounted cameras. It seems like it should be simple enough. Just cycle through the camera BPs, grab the camera component, and send it’s view to a render target. But I can’t figure this out.
About the only thing that I’m able to do is have a scene capture component in the monitor BP and then I’m just grabbing the world transforms from the security cameras’ locations and moving my scene capture component temporarily to that location/rotation. This is obviously not the way it’s supposed to work, and is just my temporary workaround. It doesn’t show the actual camera view, obviously, it just shows a view that’s pointing in the same direction, but not at all with the exact camera view.
So: How do I grab a camera view (any camera I choose) and send its individual view to a Render Target?
Thanks!
-Marc