Feature Request - Choose Layers for Camera to draw

It would be nice to choose which layers are rendered by the camera (Camera and SceneCapture Components) for gameplay purposes (possibly performance, as well).

e.g. using SceneCapture2D as a mini-map HUD and only needing to draw paths and obstacles. Sometimes rendering all actors in the scene isn’t needed (3D widgets, particle effects, etc). The Render Targets seem to be pretty heavy as is. I don’t know the back-end of these components, but I assume the less the target has to draw, the more efficient it will be.

Hey whfissler -

Just to Clarify you want something more than the General and Advanced Show Flags currently available in the Scene Capture’s Details Panel Drop down.

Thank You

Eric Ketchum

I didn’t see the show flags before, are they new to 4.7? Also, none of those options show up when in the BP editor, only when the component is in the scene (map). To answer your question, yes, I would like more options, especially the choice of configured layers and UI items (UI flag more so for Camera Component). Also, if there is any documentation in place for adding custom properties to the capture component, I could use that in the meanwhile.

Also, now that I know there are flags in place, I just looked at the Camera Component (not SceneCapture) and that has no flag options (that I can see).

Hey -

I have placed two feature requests for you. One to open the Camera Components to utilize a layer controllable system of rendering. Due to the way our engine works with the deferred rendering pathway, I am not certain this is entirely possible but we are investigating it. I also added a request to add a document like the Camera Technical Guide which existed for UDK.

I will keep you informed as we investigate the possibilities.

Eric Ketchum

Thanks Eric!

I second the request, it would be really helpful !

In a way it sorta-kinda-somewhat works with “owner only see” and “owner no see” which gives different results with cameras and scenecapture2d.

But it gives me hope that layer culling might be possible :smiley:

Hi,

whats the state of this highly anticipated feature request? It’s a really powerfull and usefull feature missing out badly.

UE-11450 is currently backlogged.

Eric Ketchum

It is noted to be “fixed” in 4.12 Unreal Engine Issues and Bug Tracker (UE-11450) but I can’t find any information about camera layers - am I missing something?

Version 4.12 shipped with the ShowOnlyComponent and ShowOnlyActorComponents blueprint functions. If these are set, only the components specified will be rendered in the scene capture.

I added this information to the issues on the public tracker.

Cheers,

I see, thank you for the Update!
Although while not being the initiator of this topic I think people are actually looking for something similar like they know from Unity Unity - Manual: Layers

A workflow similar to the current Collision Channels would be really awesome:

  • Handle Visibility Layers in Project
    Settings
  • Set Visibility Layer per Actor or
    Component
  • chose which layers to render at the
    Camera/Caputre Components.

Hey aWinter,

The feature request you are referring to can be found below. As Eric K. mentioned earlier, your request might not be possible as we use the deferred rendering pipeline.

UE-16477

Let me know if you have further questions or need additional assistance.

Cheers,

Hey i know this is old, but what happened to it ? the UE-16477 is not on the feature request website

Hey i know this is old, but what happened to it ? the UE-16477 is not on the feature request website