Hello!
Is it possible to change the far clip plane setting of a camera?
Hello!
Is it possible to change the far clip plane setting of a camera?
I bump this one, I need it too but canāt find any info
I have found something called FrustumEndDist while searching inside the source code of the engine. As I understand, the camera has a defined FrustumStartDist, wich is basically the near clip plane that you can change in the editor, and a FrustumEndDist.
When I looked at the FrustumEndDist of the orthographic camera, it is defined as a difference between the OrthoFarClipPlane and the OrthoNearClipPlane.
But the perspective camera has this defined as a semi constant value, which can only be altered with the near clip plane of the editor
I tried to copy paste the entire camera component code but somehow the camera is just not rendering
Maybe you know how can I use source code to create new component without building the whole source from scratch?
Can someone help us?
I also found that if you type in the console : ār.SetNearClipPlaneā, followed by a number (higher than the default, 10), the far clip plane increases.
But this way the far clip plane depends on the near one
Any info from Epic please? Is there a far clip setting somewhere? Some of use are developping games for mobiles or mobile VR and we need to use old technics.
There is a separate setting for VR. In blueprint it is HeadMountedDisplay::SetClippingPlanes
It lets you do far and near.
It would be great to have a far clip plane for the perspective camera
Well the problem is itās clipping everything, you canāt exclude skysphere so you have a black sphere all around your cameras
To get the values, my be this works: ASceneCapture2D::GetDrawFrustum(). Then UDrawFrustumComponent has FrustumStartDist and FrustumEndDist.
Bump, having the same issue. Why can I adjust the near clip but not the far clip plane in the project settings?
Also, why do I have to adjust these vlues in the project settings at all. Wouldnāt it be more easy to expose them to the camera itself?