Extended "split screen" mechanics without build in split screen

Hi everyone. I am doing some prototyping right now and I try to achieve something that is similar to a split screen technique without using the actual build-in UE split screen. Here is a little description of a behavior I am looking for.

Look at the image first.

Thus there should be two screen parts where each player has to perform in a level. In between of these “split screens” there should be an area that is reserved for obstacles. Both players can interact somehow with these obstacles. Thus the level elements in each “split screen” should move relative to the player while the obstacle part should be the same for both. The question is now, what is the best way to got for such a mechanism?

A first idea that I have it to fix the camera somewhere (e.g. origin) and implement a movement mechanic s.t. level elements in the “split screens” move inverse to the players in the corresponding level. While the obstacles will have some kind of movement that is independent of the players. What do you think? Is this the right way to go or are there already some mechanics like this in UE that would make my life easier? :slight_smile: