# Rendering a Secondary View from a Different ViewOrigin Using SceneViewExtension Without Affecting Main View?

**URL:** <https://forums.unrealengine.com/t/rendering-a-secondary-view-from-a-different-vieworigin-using-sceneviewextension-without-affecting-main-view/2018481>\
**Category:** Rendering\
**Tags:** c-c, rendering-system, Render, c-class-wizard, c-and-bluepri, c-custommeshcomponen, c-and-blueprint, c-error, c-class, c-custom-shape, c-programming, c-cone-shape, unreal-engine, Rendering, CPP, question\
**Created:** [September 13, 2024, 1:19am UTC](https://forums.unrealengine.com/t/rendering-a-secondary-view-from-a-different-vieworigin-using-sceneviewextension-without-affecting-main-view/2018481 "2024-09-13T01:19:43Z")\
**Posts on this page:** 6\
**Page:** 1

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**Author:** ![ItzPray99](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@ItzPray99](https://forums.unrealengine.com/u/ItzPray99)\
**Post date:** [September 13, 2024, 1:19am UTC](https://forums.unrealengine.com/t/rendering-a-secondary-view-from-a-different-vieworigin-using-sceneviewextension-without-affecting-main-view/2018481/1 "2024-09-13T01:19:43Z")

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I’m working on a project where I need to render the scene from a different `ViewOrigin` without affecting the main camera view. My goal is to set up a secondary view that renders the scene from an alternate location and orientation (Without SceneCapture2D), and then access its `SceneTextures` (like `SceneColor` and `SceneDepth`) directly within the rendering pipeline.

**What I’m Trying to Achieve:**

- **Render a Secondary View:**
  - Create a new view that renders the scene from a different `ViewOrigin` and `ViewRotation`.
  - Ensure that this secondary view does not interfere with or alter the main camera’s rendering.

- **Access SceneTextures of the Secondary View:**
  - Retrieve the `SceneColor` and `SceneDepth` textures from the secondary view.
  - Use these textures in custom render passes or shaders.

**What I’ve Done So Far:**

- **SceneViewExtension:**
  - Implemented an `FSceneViewExtension` class to inject custom rendering logic.
  - Overridden necessary methods like `PrePostProcessPass_RenderThread` to access and manipulate `SceneTextures`.

- **Custom Render Passes and Shaders:**
  - Set up custom render passes and global shaders that are working as intended.
  - Able to manipulate the main view’s `SceneTextures` successfully.

**The Challenge:**

I’m stumped on how to properly render the secondary view from the different `ViewOrigin` and access its `SceneTextures` within the rendering pipeline. Specifically:

1. **Creating the Secondary View:**

- How to set up and render a new `FSceneView` or `FViewInfo` from the alternate location within the existing rendering flow.
- Ensuring that rendering this view does not affect the main camera’s view.

**What I’ve Tried:**

- **Attempted to Create a New View in `PrePostProcessPass_RenderThread`, `SetupView`, `SetupViewFamily`:**
  - Created a new `FSceneViewFamily` and `FViewInfo` for the secondary view.
  - Faced compilation errors and runtime issues, likely due to incorrect setup or misuse of the rendering API.

- **Considered Rendering to a `UTextureRenderTarget2D`:**
  - Thought about rendering the secondary view to a separate render target.
  - Uncertain how to integrate this render target back into the render graph to access its `SceneTextures`.

**Specific Questions:**

1. **How can I correctly set up and render a secondary view from a different `ViewOrigin` within the rendering pipeline using `SceneViewExtension`?**
2. **Are there any examples or recommended practices for rendering additional views and accessing their textures without affecting the main view?**

**Additional Information:**

- **Engine Version:** Unreal Engine 5.4.
- **Constraints:**
  - I’m not using `USceneCaptureComponent2D` because I prefer to handle this within the rendering pipeline directly for performance and integration reasons.
  - I already have custom render passes and shaders working; I just need help with rendering the secondary view and accessing its textures.

**Any guidance, examples, or suggestions would be greatly appreciated!**

Thank you for your time and assistance.

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**Author:** ![ItzPray99](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@ItzPray99](https://forums.unrealengine.com/u/ItzPray99)\
**Post date:** [September 14, 2024, 6:35pm UTC](https://forums.unrealengine.com/t/rendering-a-secondary-view-from-a-different-vieworigin-using-sceneviewextension-without-affecting-main-view/2018481/2 "2024-09-14T18:35:15Z")

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Any ideas?

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**Author:** ![ItzPray99](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@ItzPray99](https://forums.unrealengine.com/u/ItzPray99)\
**Post date:** [September 20, 2024, 2:51am UTC](https://forums.unrealengine.com/t/rendering-a-secondary-view-from-a-different-vieworigin-using-sceneviewextension-without-affecting-main-view/2018481/3 "2024-09-20T02:51:34Z")

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bump, I have not figured this out yet.

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**Author:** ![Derjyn](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/derjyn/32/931618_2.png) [@Derjyn](https://forums.unrealengine.com/u/Derjyn)\
**Post date:** [October 4, 2024, 8:56am UTC](https://forums.unrealengine.com/t/rendering-a-secondary-view-from-a-different-vieworigin-using-sceneviewextension-without-affecting-main-view/2018481/4 "2024-10-04T08:56:47Z")

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I’m a mashup of rusty, outdated… and not entirely confident in my knowledge here. But, have you taken a peek at documentation on the RDG (_render dependency graph_)? That and/or creating a SceneViewExtension…

I bring these up, because I stumbled across this thread while researching a solution for something I’m working on currently, and thought perhaps some keywords might help you on your hunt.

Either way, if you figure it out, please circle back and detail your solution! While personally I’m not going after the same thing as you are, I can only imagine at some point I might, and certainly others may find the wisdom helpful.

Good luck!

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**Author:** ![Alessio89](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Alessio89](https://forums.unrealengine.com/u/Alessio89)\
**Post date:** [January 18, 2025, 2:32am UTC](https://forums.unrealengine.com/t/rendering-a-secondary-view-from-a-different-vieworigin-using-sceneviewextension-without-affecting-main-view/2018481/5 "2025-01-18T02:32:40Z")

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Hi! I’m trying to do the exact same thing and I’ve tried the exact same things with the exact same challenges. Have you ever found what’s the best way to do this?

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**Author:** ![Arkhangel](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Arkhangel](https://forums.unrealengine.com/u/Arkhangel)\
**Post date:** [June 2, 2025, 5:00pm UTC](https://forums.unrealengine.com/t/rendering-a-secondary-view-from-a-different-vieworigin-using-sceneviewextension-without-affecting-main-view/2018481/6 "2025-06-02T17:00:31Z")

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Hi, how did you retrieve the SceneTextures in the SceneViewExtension? I’ve asked anywhere but none reply to me. I’m trying to make a MetalFX plugin but I can’t find a way to get the SceneTextures
