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!