We are trying to use the first person rendering feature from 5.5 to replace our internal material based solution. From our understanding the new first person rendering feature should prevent first person geometry from clipping through geometry and to keep first person geometry FOV independent. However when using the new 5.5 first person rendering options we end up having clipping issues.
Issues:
When setting the FirstPersonScale on the FirstPersonCamera component to default 1.0 the weapon still clips through geometry when standing close to it[Image Removed]
When setting the FirstPersonScale on the FirstPersonCamera component to something smaller such as 0.2 the weapon no longer clips through geometry when standing close to it but now the back of the weapon is getting cut off[Image Removed]
Created from first person template without any further project setting adjustments (project is attached as .zip file)
Standalone net mode
BP_FirstPersonCharacter adjustments
On the FirstPersonCamera component we enabled two booleans
EnableFirstPersonFieldOfView = true
EnableFirstPersonScale = true
[Image Removed]
On the FirstPersonMesh component
We changed the mesh to SK_FPGun and adjusted position & rotation to simulate a first person shooter gun setup[Image Removed]
We set the FirstPersonPrimitiveType in the rendering category to FirstPerson[Image Removed]
Start PIE in map FirstPersonMap
Issues:
When setting the FirstPersonScale on the FirstPersonCamera component to default 1.0 the weapon still clips through geometry when standing close to it[Image Removed]
When setting the FirstPersonScale on the FirstPersonCamera component to something smaller such as 0.2 the weapon no longer clips through geometry when standing close to it but now the back of the weapon is getting cut off[Image Removed]
FWIW, we have some upcoming documentation that may help with the first-person rendering I’m attaching. It may not solve this issue, but could still be useful.
First Person Scale is the method to prevent First Person Primitives from overlapping the world. Keep in mind that you can scale meshes to be smaller than the camera’s near clip plane, which will cause them to be cut off.
For your test project, a value around 0.5 was able to prevent clipping, while keeping the entire rifle visible.
For more information, please see this ticket:
[Content removed]
Note that Unreal Engine 5.5 has a bug related to First Person Rendering, which might also be affecting your use-case:
did you manage to find a solution? i’m running into the same issue of the weapon either clips into the wall or the gun model gets cut off. there’s no value that works well for it to not clip and not be cut off.