I have seen that the current way for UE to simulate camera distortion is to add post-processing materials. What I understand is the generation of distortion, which is the post-processing stage of adding distortion to existing images to achieve distortion effects, rather than imaging distortion similar to real cameras, right? So there may be stretching and black border filling around the distorted image, which is not the type of distortion that occurs in real cameras during the projection imaging stage.