In unreal 5.1, looking for a clean way to render sequences for an immersive room.
Im using ndisplay’s outer frustum viewport, total resolution of the 4 planes is 4750x2790
here are the options i found :
- in ue4 it seemed possible with commandline arguments
- off-world has a capture method, but its realtime
- there is a bp version using media capture, but it renders each view in a separate pass and is not ideal in my one machine installment with noisy stuff / divergence
- what i figure would be ideal would be to send the entire node to a render-target and record that as i would a camera, if possible ?
any suggestion would be appreciated ::