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Multiple camera frame rate issues

This is just a conceptual question that has to do with placing multiple cameras in a level. There doesn't seem to be much reliable documentation about this. If multiple cameras are in a level, do they all render if they're not being used?

We have a function that maps a material to a camera render, and we only do that when we turn our cameras on. Are cameras just on all the time anyway in the engine? If so, can we turn them off, so to speak? Our frame rate is about 9 frames per second at the moment, and our game isn't memory or CPU intensive.

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asked Apr 22 '15 at 12:36 AM in Rendering

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avatar image Grnnn Apr 23 '15 at 01:55 AM

I just found out through testing that, yes indeed, every camera renders every frame. We're able to uncheck the property "Capture Every Frame" to turn it off on every camera, and we know how to use blueprints to turn it back on. Is there a way to do it in C++ though? That would make things easier for us.

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