Three Way Split Screen

I’ve managed to get three screens working without C++! This is really exiting. Its a bit of a trick, as its extending a three way split screen rather than outputting to three viewports, but its a really good start.

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A asked a couple of programmer friends about the issue, and they told me about renderToTexture and suggested I use that within the HUD. I tried this, setting up a scenecapture2D camera to output to a UMG widget. This didn’t work however.

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Lucky for me, Vimarsh was really interested in the problem, so went and solved it himself. Rather than using UMG, he used the HUD class blueprint. Explain what he did.

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I copied his code into my project and tidied it up a little, then altered the maths so that it would create one block on the right hand side of the screen and one on the left.

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I’m really exited to see this on the projectors!

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