SceneCapture2D component that doesn't render the PlayerPawn?

I have a SceneCapture2D component that’s acting like a camera feed over a portion of my level. However, I don’t want to ever see my Player Pawn (using VR so mostly I’m concerned with the Motion controllers) on the camera feed.

I think that I need to use something like HideActorComponents and tell it to ignore the Pawn and/or the motion controllers.

However, Since my SceneCapture2D is one blueprint and my player pawn is in another, I’m not sure how to link them together so I can actually pass the pawn to the HideActorComponents function.

If this is not the right route to go, is there some other Render Blacklist option I can do to tell the camera feed to ignore the player?

Getting a reference to the player’s pawn from any blueprint is fairly straightforward. Just use the “Get Player Pawn” or “Get Player Character” nodes. If you want to access specific components of your player pawn blueprint you’ll want to cast the result to the class type of your custom pawn. For example, if your pawn class is called “MyVRPawn” you would take the return value of “Get Player Pawn” and run it through a “Cast to MyVRPawn” node.

Thanks a lot Krxtopher, that’s exactly what I needed!

Side question: In addition to ignoring the VR Pawn, I’d ideally like to ignore some other static mesh objects in my environment. Is it possible to get references to these in my blueprints as well? For example if I wanted to get a reference to my Floor’s StaticMeshComponent, could I do that?

I saw your side question posted separately. I’ve suggested an answer there: