I’m working on a project where we need to limit the real FOV of the player IE not change what the camera sees, but reduce the actual display. This seems to be exactly hmdwarp did, but this doesn’t seem to work any more. Is there any other way to simulate this?
As you stated that trick hasnt work since UE4 switch to SDK rendering.
You will have to use a postprocess.
Ive got a shader somewhere that will point you in the right direction but I wont be able to post it until tommorrow…
That would be great, thanks!
Sorry for the late reply I got a little bit busy.
This should do the trick.
1st you’ll need a clamped mask texture.
Changing the mask scale parameter from 0 (no scaling) to negative numbers to shrink and positive numbers to stretch.