Docu for Projection Matrix


I’m trying to use USceneCaptureComponent2D with a custom Projection Matrix. But I can’t find much docu on it.
For OpenGL there exist several tutorials, like song ho, george or simek. Thing is I can’t figure out how to transfer it to UE4. By default UE4 uses the following matrix:

1 / tan(fov) 0                       0   0
0            (width/height)/tan(fov) 0   0
0            0                       0   1
0            0                       10  0

I would like to add an off-center principal point and skew to it.

Thanks in advance!

Were you able to figure this out?