143 — Fake Window Actor (BP_FakeWindow)
Purpose
Architectural fake window using planar capture to simulate an outdoor view or adjacent room. Supports parallax depth, sky environment reference, weather overlay, and sublevel visibility.
Dependencies
- Requires:
BP_PlanarCaptureActor (137), BPC_PlanarCapture (136)
- Engine/Plugin Requirements: Level Streaming (for sublevel reference)
Class Info
| Property |
Value |
| Parent Class |
BP_PlanarCaptureActor (C++ ABP_PlanarCaptureActor) |
| Class Type |
Blueprint Actor |
| Asset Path |
Content/Framework/Capture/BP_FakeWindow.uasset |
| C++ Status |
🔵 BP Spec Only |
| BP Asset |
Create in editor: BP_FakeWindow |
1. Configuration
| Variable |
Value |
Description |
CaptureComponent.CaptureMode |
FakeWindow |
Fixed to FakeWindow mode |
CaptureComponent.CaptureFOV |
100.0 |
Wider FOV for window view |
FakeWindow-Specific Properties (Add to BP)
| Variable |
Type |
Default |
Description |
LinkedRoomSublevel |
TSoftObjectPtr〈UWorld〉 |
— |
Sublevel containing the room to render |
SkyReference |
AActor* |
— |
Sky/directional light to include in capture |
ParallaxDepthScalar |
float |
1.0 |
Depth exaggeration for parallax effect |
WeatherOverlayType |
EWeatherType |
None |
Rain/Frost overlay driven by game state |
bStreamSublevelOnProximity |
bool |
true |
Load/unload sublevel based on player distance |
StreamInDistance |
float |
3000.0 |
Distance to load sublevel |
2. Material Setup
| Slot |
Material |
Description |
| SurfaceMesh[0] |
MI_FakeWindow_Interior |
Window with parallax and weather overlay support |
3. Event Graph
Event BeginPlay
Timer: CheckPlayerDistance
Event: SetWeatherOverlay(Weather: EWeatherType)
4. Communication Matrix
| Target |
Method |
What |
| Level Streaming |
Load Stream Level / Unload Stream Level |
Sublevel management |
BPC_AtmosphereStateController (94) |
Dispatcher |
React to environment state changes |
GS_CoreGameState (6) |
Direct (read) |
Current chapter/phase for weather state |
5. Manual Implementation Guide
5.1 Create BP_FakeWindow
- Create Blueprint Class: Parent =
BP_PlanarCaptureActor, Name = BP_FakeWindow
- Set
CaptureComponent.CaptureMode = FakeWindow
- Set
CaptureComponent.CaptureFOV = 100.0
- Assign
MI_FakeWindow_Interior to SurfaceMesh
5.2 Setup the View Room
- Create a separate sublevel with the room/exterior you want to show through the window
- Add a
SceneCaptureCamera actor in the sublevel positioned to capture the desired view
- In BP_FakeWindow instance: assign
CaptureComponent.FixedCameraActor → the camera in the sublevel
- Assign
LinkedRoomSublevel → the sublevel asset
5.3 Performance Considerations
- Fake windows should run at Low or Medium tier by default
- Sublevel streaming avoids rendering room geometry when player is far away
- Consider using a static cubemap fallback at Low quality instead of live capture
6. Build Checklist