Here is the link to our lab where you can see what the 360 degree screen at our lab looks like if that helps. Basically trying to find a way in Unreal to split up the views into 6 different viewports (front, back, left, right, etc.) so that when it is projected onto the screen, it shows a 360 degree view. Any ideas how to do this?
https://www.buffalo.edu/shared-facilities-equip/facilities-equipment/Motion-Simulation-Lab.html
Maybe you try out the scene capture cube? I don’t know how you project your videos onto the screen but maybe this works?
So you take the CubecaptureTarget and use it in a material that is on a plane that a camera (which should be the “playercam”) is filming. I assume that you have four projectors for your screen. Align them next to each other and then you could project the longLat rendering to your screen.
I hope this may point you in the right directon…
Greetings
Evil_Fischi