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UE doesnt natively support tripple screens so it requires writing a bunch of new code which would effectively lock the game into that version of the engine.
this should of stayed over at epic.
"triple screen" is each monitor rendered independently on its own viewport from the GPU.. plus the addition of a bunch of options where you usually can tweak things like bezel correction, monitor tilt. angles, viewing distance, etc.. this is how just about every real "sim" out there works..
This is completely wrong UE has a plugin called nDisplay that lets you project the game on any multi monitor setup. I have built a small racing game project myself in UE working on my triple screens.
https://youtu.be/-25pM8NKM5Y?si=n--ZiEZhd7cK0b11
nDisplay can be setup to use one instance per screen or multiple screens per instance on a computer. In that example video I am just running a single instance. 1 cluster node = 1 instance.
https://dev.epicgames.com/documentation/en-us/unreal-engine/ndisplay-overview-for-unreal-engine
Option 1.
One application instance and host computer per display device.
This is the most straightforward way to set up a host for nDisplay. For each projector or physical display device you need, you set up one computer to handle rendering to that device. On that computer, you run one instance of Unreal Engine running your project. Typically, in this scenario, you'll set up that application instance to render a single view of the 3D scene into a single viewport.
Option 2.
One application instance and host computer per multiple display devices.
With this option, you run a single instance of Unreal Engine per computer, but you set it up to render multiple views of the scene's 3D space. Using the Output Mapping tool, these separate viewports are then mapped into different areas of a large 2D canvas, referred to as the application window.
From what I know from the Devs, yes it can be set to use one instance, but it comes with some restriction that we don't feel are acceptable such as having to have the left most display set as your main monitor, it having no option to realign the views vertically (to account for monitor setup) and you having to have all 3 displays be the same resolution.
Well all I can say is that from my experience in building a practical working example I haven't encountered any of these limitations. You can align the views anywhere in 3D space at any resolution. I would say the fact that all the big Hollywood virtual production stages are correctly mapping hundreds of LEDs using UE5 and nDisplay is proof enough of that.