Workaround: Broken orthographic camera

As I am trying to construct a 2D/3D hybrid RPG (“The Last Night”-esque), I am running into several problems right now.

My preferred camera would be orthographic and that has been broken since about 2,5 years. Nobody seems to bother, so I have given up on that. (Unreal Engine Issues and Bug Tracker (UE-11026))
But I might have thought of a clever workaround and I am not terribly familiar with the inner workings of the engine, so it would be nice if someone from the staff could point me in the right direction.

The idea:
While it is nothing new to just use a very far away camera with a very narrow FOV to emulate a orthographic camera, I tried it and ran into several difficulties concerning rendering distance. Also there might be other assets in the way, that wouldnt be in the way if the camera were closer. So would it in theory be possible to use the far away camera and hand everything that takes rendering distance as a variable the distance of another camera with a wider fov thats closer to the pawn?

I am also open for every other workaround, anyone of you can think of, because I sure as hell do not want to switch to Unity for a ■■■■■■■ working orthographic camera.

Greetings,

Daniel

Also please bear with me, I am from germany and not a native speaker, so I hope this question is clear and understandable enough. I hope “Rendering” is the right section.

EDIT:
Is there maybe a “Rendering Distance Offset”? Or is this possible?
Got another idea: Maybe a clever vertex shader to make it look more orthographic, so i can reduce the distance of the narrow-FOV camera, to minimize high-distance effects, while maintaining pseudo-orthographic properties? Though I am not smart enough to construct that.

not something i am familiar with but if you’re running into issues with things appearing in front of the camera you could use a ray trace to hide anything that intersects between the camera and an object like the character. you might also be able to use distance fade for that. in a lot of older games obstruction issues like that would be handled by having the top parts of models separate from the bottom and just hide the top if it got in the way.

i don’t know about using multiple cameras.

Have you tried to increase the near clip plane?(it´s on project settings-engine-general settings)