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Bind a camera actor to a monitor? (3 cameras, each for a monitor)

I have three monitors, and I have three camera actors in the game. I want to have each monitor display one of the cameras, respectively.

I already know how to get the information (id, name, resolution, etc.) about the monitors, thanks to this post https://api.unrealengine.com/INT/API/Runtime/ApplicationCore/GenericPlatform/FDisplayMetrics/GetDisplayMetrics/index.html

My question: Given the monitor id (or name) and the reference to a camera actor, how do I make the camera's scene displayed on that monitor? Do I need to have three SWindow objects?

cameras monitor information (printed string) blueprint C++ code for monitor information

Product Version: UE 4.20
cameras.png (647.3 kB)
monitors.png (523.7 kB)
bp.png (68.5 kB)
cpp.png (9.5 kB)
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asked Sep 03 '18 at 02:15 AM in C++ Programming

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I know a workaround: Run three game instances, each one for a camera. This is easy. Then, I use the following code to make each of them shown on corresponding monitor: Reference: https://blog.csdn.net/u014532636/article/details/80451370 (in Chinese)

 #include "Misc/CommandLine.h"

 void AMyActor::AA()
     // Move window to the corresponding monitor
     if (GEngine && GEngine->GameViewport) {

         int MonitorNumber = 1;
         FParse::Value(FCommandLine::Get(), L"monitor=", MonitorNumber);

         FDisplayMetrics Display;

         int8 MonitorIndex = MonitorNumber - 1;
         int32 CurrentMonitorWidth = Display.MonitorInfo[MonitorIndex].NativeWidth;
         float WidthPosition = (MonitorIndex)*Display.PrimaryDisplayWidth - CurrentMonitorWidth;
         float HeightPosition = 0.0f;

         FVector2D WindowPosition = FVector2D((-1)*WidthPosition, HeightPosition);

Finally, add the ApplicationCore module in Build.cs file, so that the linker knows where to find the library used above.

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answered Sep 03 '18 at 08:30 PM

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