Layered render with multiple cameras for a Universe Simulation

Hello! I’m trying to understand the feasibilty in UE of a layered multiple render from different cameras, one on top of each other. Here you can see a screenshot from a Kerbal Space Program (which uses Unity3D) game presentation:

The goal is to be able to render objects of really different scales in a complex simulation (eg. a real-scale satellite across the Solar System).
In Unity3d (and also in a in-house project I’ve been working for the past 8 years), this is done through a series of functionalities which seem to be missing in UE:

  • “depth only” clear flag on cameras,
  • tell a camera which objects to render (through layers),
  • render from multiple cameras in the same frame,
  • controlling layers from blueprints (this could be avoided).

One possible solution I’m trying to investigate is to use SceneCapture cameras and Render Targets and mix the generated textures in a Material (or Post Process) using depth information in order to obtain the final composition.
This seems to me not so straightforward and someway limited (not to mention performances), and Unity3D approach is more powerful and easy to setup.
I already saw other people asking for something similar, but all questions are quite outdated and hopefully something changed in the meanwhile…
Has anyone a better idea to solve this problem? This could really be a show-stopper in terms of adopting UE in our projects.

Thank you in advance,

Christian

It doesn’t seem to be possible at the moment, I’ve looking for solutions to this as well.
Maybe in UE5 they’ll redesign the way rendering works?

Yeah, it seems you are right. That’s a pity, probably I’ll have to choose Unity3D because of this :frowning:

Apart of the thread How to render from multiple cameras?, is there any other solution to combine multiple camera each with its own frustum?
For example to keep the 10^7 precision, a camera for near objects 0.01 to 1000, and one for far objects between 1000 to 100M units.

Your link is broken, does the thread exist elsewhere ?

Fixed the link. Here it is again How to render from multiple cameras? - Rendering - Unreal Engine Forums

But it doesn’t give easy frustrum manipulation as Unity does. Or I can’t find how.

Sad but thanks, I will try it anyway or move to Unity…