Custom Mesh FOV

Thanks in any case for having a look .

I’ve managed to (sort of) fix the problem on my side. I’ve reverted to the first solution and moved the CalcScene view from the GetRenderMatrix() to the TickComponent() function (moved from render to game thread) and I then store the required matrices on the component for when GetRenderMatrix() needs them. There does seem to be some delay using this method, as I assume the Render and Game threads don’t tick exactly at the same rate. In any case, code below:

Attaching code via file.