I want to do just the same thing. I do not want one giant window. But many small ones. And i want to put those on different screens( one per player).
When i start the simulation that works perfectly fine for me, just as you ve described before. But i would have to drag an drop the windows to the correct screens and positions.
But this code has no effect when i run the simulation as PIE. It only takes affect when i lunch it as complete game, but than i can only see the window of player 1.
Summarized: I want one window per player and render it in fullscreen quadbuffered stereo to one specific screen.
It would be even nicer when if i would be able to tell the engine what window gets computed by which card. (we got 2 quadro cards in sli so i guess that should be enough for some test applications.)
Can you may help me with that information given?
Sory for the missunderstandings.
Is there may be any other way we could get in contact with eacht other.
This is how to find a spline component, which is using Blueprints and put into the world using the editor.
//āMovementPathSplineā is the name given using the Blueprint editor
const FString movementPathSplineName = āMovementPathSplineā;
USplineComponent* aSplineComponent;
BeginPlay(){
//iterate over all spline components
for ( TObjectIterator<USplineComponent> Itr; Itr; ++Itr ) {
USplineComponent *component = *Itr;
//is it part of the current map (world)?
if (component->GetWorld() == GetWorld()) {
//print name of SplineComponent set using the Blueprint editor.
GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Cyan, component->GetName());
// check for the correct name
const FString componenName = component->GetName();
bool result = movementPathSplineName.Equals(componenName);
if(result) {
//assign pointer to aSplineComponent
aSplineComponent = component;
}
}
}
}
aSplineComponent can now be used to add points to the spline using c++
// how to get the viewport, the frame containing the viewport and how to get the size of the viewport and how to resize the frame containing the viewport.
//Running this within the editorās viewport pretty much crashes the editor.
I want to visualize the movement path of my player using a spline curve. So, at the very beginning I want to set start location of the spline curve to the start location of my player.
// Within ::BeginPlay() I get the pointer to the SplineActor and the USplineComponent like this:
Initially, setting the location had zero effect. Well, at least visually, nothing seemed to happen.
Turns out you have to remove the check within āAdd Static Mesh Componentā and effectively set manual attachment to automatic instead of manual.
The Blueprint is attached to this comment.
I want to use 9 cameras in total. 8 cameras, because of th 8 views and a 9th camera for showing the scene from the top.
So, I assign the 8 cameras as shown using the āAuto Activateā from the editor.
for the 9th camera I am doing the same thing, but from c++, since the editor only allows us to do this for up to 8 cameras.
I am searching for the correct cameras by name like this within my custom GameMode: