Hi all,
I’m porting over a prototype game I made in Unity to Unreal 4.10.2. However, I’ve hit a few major roadblocks with core features that I cannot find in Unreal.
So I’m working on a submarine game that allows for player to interact with internal parts of the sub while underwater but still have external camera to stay in the action. The player can toggle internal view to interact with system inside. This is not done putting camera inside the sub, think x-ray view and then drawn over the external view.
In Unity I did this via three core features:
Multi-camera: External camera renders external environment + hull of sub. Internal camera is then used to render internal sub systems and then rendered on top of external camera using depth buffer.
Camera layer masks: main camera shows external + default/world and internal only shows internal systems only.
Lighting layers: Lights are set to internal/external so you don’t have say sunlight light internal sub areas or internal lights hitting outside world.
The major roadblock I’ve hit is Unreal Engine doesn’t seem to support any of this. (Multi-camera, camera layer masks and light layers) I understand lighting has channel support coming in next version at “some” point, but what about the other stuff?
I’m using the stunning water effects made by @Arnage here: Is this possible - Rendering - Epic Developer Community Forums
As such, they were made using light functions (on sun) plus light function and post process effects on the main camera. So even if I hid the meshes of the external hull when viewing internally, I’d have water effects drawn for internal areas.
I’ve been searching for days now but can’t find a solution. Is there another way to do this?
Thanks for your help.