![]() ![]() This is almost a straight lift from the UGameEngine::Init() documentation. InitialWorldContext.GameViewport = ViewportClient2 ViewportClient2->SetReferenceToWorldContext(InitialWorldContext) ViewportClient2 = ConstructObject(GameViewportClientClass, this) UGameViewportClient* ViewportClient2 = NULL For GameEngine, this should be the only WorldContext that ever gets created.įWorldContext &InitialWorldContext = CreateNewWorldContext(EWorldType::Game) Here’s the offending code: void UCTGameEngine::Init(IEngineLoop * InEngineLoop)ĭECLARE_SCOPE_CYCLE_COUNTER(TEXT("UGameEngine Init"), STAT_GameEngineStartup, STATGROUP_LoadTime) I tried setting up my own viewport, but I always end up with an exception. And that’s about all that I’ve been able to do. ![]() Hunting around a bit more, I found the wiki page for how to override the UGameEngine module:įollowing the methods described here, I have been able to successfully subclass the UGameEngine class into my own class called CTGameEngine. More specifically, I am alluding to the section where Mike is talking about the UGameEngine::Init() and the CreateGameWindow and CreateGameViewport methods. I tried looking into a previous thread and tried to make some sense of it, but honestly, I find it slightly cryptic: I have been able to setup my character with three cameras (which honestly is the easiest part of the deal), but where I’m getting stuck is creating three different viewports for these three separate cameras. Each of these views will be fit on a separate monitor, or projected by three separate projectors, based off client requirements. So I am currently looking into a feature that’s required for a project, specifically, I have three separate cameras setup in my Player blueprint, and I need all three of them to render to separate views.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |