Making Objects Appear Differently On Multiple Cameras

Hey everyone,

I am currently working on one of my projects and I wanted to know if there was a way to show objects in a different way for different cameras.

Since I don’t need the LODs for this project, I tried hacking at it and putting different mesh/texture for different LOD and applying those to my cameras but I can’t seem to find a way to manually choose the LOD shown to a camera.

I also thought about having multiple materials layered on top of each other but I’m unsure how to hide them afterward to cameras which are not supposed to see the material.

Thank you for any ideas you can contribute as I am currently quite stalled on this issue.

Create a Event Dispatcher somewhere Easy to Access. I choose a Custom GameInstance (Dont forget to Assign it in the project Settings!) in my Example and named it OnCameraChanged. How you do the Camera Switch is up to you and instead of Index you can use a Enum for easier Readability.

Than every Blueprint that wants to get Notified about the Camera Change does this (You can make a Base Class if you want):

Screenshot - 6bd8ce9235ec22268ed1cf92b9edeead - Gyazo (doh its says Camera 1 Now should be 1 2 3 xD)

After that do whatever you can Imagine on the Change Event. Switch Materials / Mesh, Force specific LOD or Add Logic to it etc. Up to you. Let me know if you didn´t Understand something.

Thank you for your response.

Unfortunately, your answer would not work as I am using two cameras at the same time and need to alter the visual on the second one. Think of it as having two players in split-screen and one of them having to activate some kind of special visor (Xray, Predator sight, Thermal, etc.) without affecting the other player’s sight.

I have no idea about LODs but for materials I’d recommend looking at the Post Process Material.
This allows you to create a material and apply it to the final rendered scene.

You can then add the effect to the post process settings of each players camera, which is available in the default settings of your player blueprints camera component.
You can then turn the effect on or off for each player by changing the cameras own “post process blend weight”.

If you want an effect like XRAY vision you will need to use the Custom Depth Stencil settings which allows individual actors to output values to a custom depth buffer, the value can then be read in the post process material.

Oh ok gotcha in that case see the Answer from Mistress Lillith. Post Process is assignable to a Camera and is more than enough for the effects you try to achive.