Is there a function similar to Unity's culling masks?

So I was toying with the concept of moving a small project over to UE4 from Unity3D. In a nutshell it contains four scenes (In the same level, just offset, with a different skysphere, etc) that the player moves between. I was wondering if there was a way of excluding the three unoccupied scenes from the player camera.

In Unity it is as simple as allocating the different objects in the scene different culling masks, then controlling which culling masks to render via a script.

I need to group the sub-scenes, determine which one the player is in and then exclude the other ones from being rendered by that camera (Note I do need to render them with a 2D scene capture actor for creating portals between them).

So far I can’t turn up anything in the blueprints or the camera parameters to do this.

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