Player Controller without camera ?

Hi, for a project I’m currently working on I’m using render target inside UMG to display multiple cameras animated from input data.
The thing is it seems that I can’t switch level streaming and some other things I havn’t discovered yet I’m sure without a player controller, wich shouldn’t be too bad but the only thing is that the player controller comes always with an unwanted camera i would like to get rid of cause I don’t need it, and because my final resolution is 7640*2160 it drastictlly hit my performance when on this big screen my final raster is only 2k.
So I wonder is there any way to have a player controller without any camera ?

hi @gachealexandre

Player controllers dont contain cameras, so do you mean a character? if so then sure, delete the camera from the Blueprint if it is of no use to you, just make sure there is no code in the blueprint that controls the camera , if there is either unlink the events, or delete it as you will get errors.

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Hi
thanks for your answer, there’s indeed no camera but there is still a render that disappear when I delete my spawned player controller after started Play Mode, if I force delete my player controllerthe render is not there as I want to but I loose all input, how can I get input with no scene render other than my UI ?

Ok so the player controller is only attached to a pawn so is gone when you destroy it

Im thinking the remove local player is slower than just a straight forward destroy.

Remove that code from the player (and especially event tick but get rid of the lot)

In your level blueprint on begein play use a GetActorOfClass (not ACTORS just ACTOR no s)

Then use a Is Valid? Node on the output.

On the false pin place a Delay Until Next Tick. The output of that plug back into the left side of your GetActorof Class node.

Make sure rhe class of this node is set to the blueprint class of your chatacter

Then on the True pin of the IsValid? You already placed, use a destroy actor node and feed in the output pin of the GetActorOfClass (from the same node you have, you can output many times to many places.

Ok what this does is when you level begins. It will get the first actor of the class you set.

If there is none it will wait 1 frame/tick (thisbis to stop an infinite loop detect) then it will check again and keep doing this til it finds it. Then destroys it.

On my machine i generally get 3 ticks from level begin play before my character spawns. Yours might be a little different.

Ok thanks, the brut force remove local player I was using was just to see if my player controller was what created the unwanted render.
I’m sure your destroy solution will work to remove the character but I’m probably gonna loose all input as well which I don’t want.

I guess my real question is can I, in play mode, have inputs with absolutly no render of my level