I would like to know how to get the 3D world-to-camera transform for the current View, in the context of the regular Renderer class. I have been playing with the various members of FViewMatrices, specifically ViewMatrix and ViewOrigin, but they behave strangely.
ViewOrigin seems to be the camera position, although the axis and orientation is not what I would expect (specifically, Y is flipped w.r.t. the Editor display).
ViewMatrix, which I hoped would be all I needed, behaves even more strangely, in that the translation component varies hugely with orientation, as if it wasn’t the camera point at all, but maybe some kind of look-at point.
All I need is a world-space position and a consistent 3D rotation matrix to compute the camera view and up vector.
Separately, I am also assuming that FViewMatrices::GetHalfFieldOfViewPerAxis() will give me the correct FOV and that the default game camera lens is a simple perspective.