I am currently building a forklift-based cargo transportation environment using Unreal Engine, and I would like to politely ask a question regarding the camera FOV (Field of View) setting.
In my setup, a rear camera is attached to the forklift to capture the rear view, and the captured image is displayed in real time on a monitor by applying the camera output to a Plane using a Material.
As shown in the images below, the system uses a camera and monitor to provide the rear view, so I named it CMS (Camera Monitoring System).
My question is specifically about the FOV setting.
In the SC_CMS_Bwd Projection settings, I can directly set the FOV value. However, I cannot determine whether this value represents a Horizontal FOV or a Vertical FOV.
If anyone knows whether this FOV value is horizontal or vertical, I would greatly appreciate your help.
Additionally, if possible, I would also like to know the reason or basis for your answer, such as:
Unreal Engine official documentation
Engine behavior or implementation details
Calculation methods
Tooltip or editor descriptions
Any reliable reference or explanation would be extremely helpful.
As shown in the images below, the system is implemented by applying the camera output to a Material and displaying it in real time on the monitor.
Great setup! Your CMS (Camera Monitoring System) for the forklift is very well implemented.Answer:The FOV value you set in the SceneCaptureComponent2D (in your case SC_CMS_Bwd) is a Horizontal Field of View (Horizontal FOV).Basis / References:
Unreal Engine API Documentation:
Both UCameraComponent and USceneCaptureComponent2D expose FOVAngle / FieldOfView, which is defined as Horizontal FOV in degrees.
Engine Behavior:
Unreal Engine uses Hor+ (Horizontal Plus) FOV convention by default. This means the horizontal field of view stays constant, and the vertical FOV is automatically calculated based on the aspect ratio of the render target / viewport.
You can see this in the source code comments and in many official tutorials: the FOV property controls how wide the camera sees left-to-right.
Practical Tip for Your Rear Camera:Because it’s displayed on a monitor (which likely has a different aspect ratio than your main game viewport), you may need to adjust the FOV quite a bit to get a natural rear-view feeling.Quick formula if you want to match a desired Vertical FOV:
(where AspectRatio = Width / Height of your Render Target)Would you like help calculating a good starting FOV value for a realistic forklift rear camera?Also, if the image on the monitor looks too distorted or fish-eyed, feel free to share the current FOV value you’re using and the resolution of your Render Target.Good luck with your forklift project — it looks very promising!