#ViewportManager (free)

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plush mirage
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I notice in Unreal there is no native way to get more than 4 split screen viewports without a custom implementation. My work needed something that could provide more than 4 viewports, and be able to display UI properly and the whole 9 yards.

I refined things a bit and threw it on FAB in case others might find it useful. The original idea for it, is to create weapon system overviews. Where you have 1-3 viewports responsible for UI controls, and the main viewport either controlling one or as many models as we want. Curious about what it has to fully offer?

FAB LINK: https://www.fab.com/listings/6bc8b467-2ef5-4848-8c26-170893b0998c

If you find its something cool you like, a star on GitHub is always appreciated!
https://github.com/jackcayc924/ViewportManager

  • Jack
shell glen
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nice
not long ago i was making some research of ue viewports
i was looking for some of the things this look like is doing with the unreal viewport system
mostly interested in the ui widget functionality, at least if its doing what i think it is
even more interesting when a quick look shows its not overriding the Draw function on UGameViewportClient 🤔

plush mirage
# shell glen nice not long ago i was making some research of ue viewports i was looking for s...

Thanks for checking it out. You're right about the Draw; I override LayoutPlayers() and set each ULocalPlayer::Origin/Size directly since the engine already supports arbitrary viewport rects. For the UI, I use a root UCanvasPanel with child widgets anchored to match each pane's rect, so standard UMG clipping keeps them confined. Input routing comes from overriding InputKey/InputAxis to send KB/mouse to whichever pane the cursor is over.