Absolutely - you could use any static (or skeletal) mesh, I just use the plane in this situation because it has a perfect planar UV mapping. The two things to consider are a proper UV mapping and that you are setting the dynamic material instance to the proper material instance on the mesh.
Is the image of the camera influenced by the lighting in my scene? The exposure is much too high so I guess that the camera component is not concidering the post process volume?
Yes, the camera can have it's own unique exposure settings, and many similar settings that you will find on the post process volume. If you either use a post process volume, and set it to "Infinite" Distance (type infinite in details panel), and set the exposure from Auto-Exposure (Basic) to Manual, and set a manual exposure value, then it will not do the "auto light adjust" that it will do when you have auto-exposure enabled. So there are multiple approaches including auto exposure, post process volumes, or setting the camera settings on your cameras in the sequence to accommodate your environment lighting setup.
I followed your tutorial only I didn't add the rotation since I didn't need it and my camera system uses buttons to switch between cameras on a single screen so there is a single condition check in the screen logic before setting the material. Apart from that, I did everything else exactly the same but it didn't work :( I feel like every time I follow an unreal tutorial even though I do the exact same thing it never works on my end...
@drexilion9730 Let's troubleshoot: Are you creating multiple dynamic material instances and render targets? Are you setting the material back to the screen? Is the button press itself actually going through? If I were you - I'd add a few breakpoints, and making sure that the button press logic is going through properly, and if you watch all the variables that are important (mesh, camera, material, render target references) are valid, and step through node by node making sure that the button press is working and all of the logic is moving through properly. Hang in there! Game dev isn't easy - I make my videos very slowly, descriptive and methodical because when I started learning by watching tutorials (~8 years ago), I'd always veer off into my own path and get myself into trouble. I'd recommend following from start to finish then add your own flair once you get through the fundamentals.
@UnrealDevHub Thank you so much for the response. I did check all the variables and connections. The materials are being created and applied to the screen in the same way as in the tutorial. My buttons work since I had a different camera system before (that also didn't work) and the buttons switch through those fine. The only difference from your logic is that there is a check that the button is on before applying the material to the screen and that I didn't add the rotation logic since I don't need my cameras to rotate. But I checked every step and it really looks like it should work :/
nice video, very thorough. I never understood what a render target does but this was very clear
Happy to hear that!
I just set up a security camera system, tested a few approaches and decided to use your code. Thanks!
So cool! I learnt a lot :) thanks for providing such awesome material!
Happy to hear that! Lots more to come!
@@UnrealDevHub THANK YOU!
Amazing process. Could the screen be curved instead of flat?
Absolutely - you could use any static (or skeletal) mesh, I just use the plane in this situation because it has a perfect planar UV mapping.
The two things to consider are a proper UV mapping and that you are setting the dynamic material instance to the proper material instance on the mesh.
Is the image of the camera influenced by the lighting in my scene? The exposure is much too high so I guess that the camera component is not concidering the post process volume?
Yes, the camera can have it's own unique exposure settings, and many similar settings that you will find on the post process volume. If you either use a post process volume, and set it to "Infinite" Distance (type infinite in details panel), and set the exposure from Auto-Exposure (Basic) to Manual, and set a manual exposure value, then it will not do the "auto light adjust" that it will do when you have auto-exposure enabled.
So there are multiple approaches including auto exposure, post process volumes, or setting the camera settings on your cameras in the sequence to accommodate your environment lighting setup.
Hey so I tried using your system and even after following your tutorial EXACTLY it just... doesnt work. Any help?
I followed your tutorial only I didn't add the rotation since I didn't need it and my camera system uses buttons to switch between cameras on a single screen so there is a single condition check in the screen logic before setting the material. Apart from that, I did everything else exactly the same but it didn't work :( I feel like every time I follow an unreal tutorial even though I do the exact same thing it never works on my end...
@drexilion9730 Let's troubleshoot:
Are you creating multiple dynamic material instances and render targets?
Are you setting the material back to the screen?
Is the button press itself actually going through?
If I were you - I'd add a few breakpoints, and making sure that the button press logic is going through properly, and if you watch all the variables that are important (mesh, camera, material, render target references) are valid, and step through node by node making sure that the button press is working and all of the logic is moving through properly.
Hang in there! Game dev isn't easy - I make my videos very slowly, descriptive and methodical because when I started learning by watching tutorials (~8 years ago), I'd always veer off into my own path and get myself into trouble. I'd recommend following from start to finish then add your own flair once you get through the fundamentals.
@UnrealDevHub Thank you so much for the response. I did check all the variables and connections. The materials are being created and applied to the screen in the same way as in the tutorial. My buttons work since I had a different camera system before (that also didn't work) and the buttons switch through those fine. The only difference from your logic is that there is a check that the button is on before applying the material to the screen and that I didn't add the rotation logic since I don't need my cameras to rotate. But I checked every step and it really looks like it should work :/
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