Looks forward to hearing from you about the SceneCapture2D stuff but my feeling is that is a combination between popcornfx and UE4 its self as when testing with it some more the issue seems to really only affect the GPU.
As for loding using the view.position function, it seems to work currently. Example of code being ran;
float tempX = view.position().x - Position.x;
float tempY = view.position().y - Position.y;
float tempZ = view.position().z - Position.z;
float dis = sqrt(float(tempX*tempX + tempY*tempY + tempZ*tempZ));
Color = iif (dis <= 50, 1,float4(1,0,0,1));
This is the result;
I am assuming this is the correct way to so this please inform me if this is not the case. Now the only aspects of this I'm worried about is that:
1) The game is planned to have multiplayer, however, this will only be done online. not locally i.e. no split-screen gameplay.
2) We are also planning on switching the active camera around for replays at different angles.
Will any of these be an issue with this approach?