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It is possible to update multiple viewports when I play the project?

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    #16
    hi, i have the same problem I hope this feature is added soon!

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      #17
      Also for me this is a very important feature. Debugging or for eg. adjusting physics values would be much easier if I could see the vehicle from different angles at the same time.
      bartlomiejwolk.wordpress.com

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        #18
        Not yet?!?
        How do developers see things happen without this feature?

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          #19
          I also want see this feature in the engine

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            #20
            Have been this implemented already?

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              #21
              I'm just bumping this thread. Do we have an update on this?

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                #22
                Another bump.

                I'm currently writing new Camera code and it'd be a LOT easier to test if this feature existed. (Move camera in one game view while looking at the movement in another view)

                **EDIT**
                Couple users have attempted to add this feature themselves: https://forums.unrealengine.com/deve...1-player/page5
                I'm now using the 'ExtraWindowCam Unreal Engine 4 Plugin' mentioned in thread. The code is available at https://github.com/chaosgrid/ExtraCamWindow and with a few tweaks I got it running in 4.18.3. It's hacky and buggy, so while it's enough for now, I wish Epic would properly implement the feature as well.
                Last edited by Henrik; 08-03-2018, 09:24 AM.

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                  #23
                  Bumping again since it's a really handy feature

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                    #24
                    Agree with other posters, this would be a really useful feature.

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                      #25
                      Bump. Coming from unity, just started using unreal, and this makes it much trickier to debug code that is not directly visible in game. It feels like I am missing something... because this feature just feels.. key..

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                        #26
                        I've looked up the feature request that was posted by Adam Davis on page one of this thread: UE-15856,.There seems to be no record of it, which is confusing? even if it was rejected, there should still be a record with the rejection reason or something shouldn't there?

                        For anyone who doesn't understand how useful this is, the request is to be able to have the game running and have a second viewport,. in the second viewport you are able to click any actor/component etc. to investigate it's parameters etc.(you can only do this at the moment by clicking in the Outliner)

                        As well as that, you can also see all volumes cameras etc. It's an extremely useful feature. I'm currently working on a third person camera, and not being able to see how the camera is interacting when colliding is a real pain.

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                          #27
                          Hi Unreal Team:

                          What happened to this feature request back from 2015?
                          UE-15856

                          This is one feature in Unity that spoke volumes about troubleshooting. If there's some kind of available workaround to setup, please feel free to post that. I've actually tried different ways of doing this, and no matter what, only one viewport is realtime, while all other viewports are stagnant the moment play is hit. Only the viewport with the focus when play is hit becomes 'realtime', all other viewports sit at frame 0.

                          This seems true when ejecting, or, when simulating.

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                            #28
                            The feature request still exists internally. I've pinged the team to see if I can get more info on it.

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                              #29
                              Originally posted by Amanda.Bott View Post
                              The feature request still exists internally. I've pinged the team to see if I can get more info on it.
                              Hello Amanda.Bott,

                              I want to update and just be more clear. I didn't mention, but I am aware of bookmarking viewports in the Unreal Editor. This is an awesome feature but is used for different scopes of troubleshooting.

                              In Unity, the dynamics allowed by using the scene view (just navigating where you want to go on the fly) while playing the game helps significantly with other scopes of troubleshooting. There is also zero setup to use this feature in Unity; just navigate the scene view while as you normally would while developing, no different while you're playing.

                              I hope this helps.

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                                #30
                                Followed up and we don't have the resources to dedicate to this feature as it's relatively complex to implement and they have other priorities for the time being.

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