Camera priority for 3D UI
I'm wondering if it is possible in UE4 to make different cameras with diferent priorities of rendering, in similar way that we can use the depth in Unity.
I want to use it to make 3D interfaces that don't overlap inside the enviroment. If it is not possible.. there is any other pausible approach?
Edit: One example of this is when (in Unity), the player arms and weapon of a fps is rendered by one camera, and the world is rendered by another camera. The player camera's has more "priority", so never the player mesh will be rendered inside a wall mesh.
Another Example. I have an inventory made in 3D, but is rendered by one camera with highest "priority" than the common eyes/world camera, so the inventory never is rendered inside/behind walls, furniture, props, etc etc.
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