Hello everyone,
I have been trying to implement the new native First Person Rendering feature in my UE 5.7 project, but I’ve encountered a significant issue where my first-person arms mesh experiences strange warping when tilting the camera up or down.
→ Video of the issue ← You can see the issue at 0:35
For my setup, I have my first-person arms (skeletal mesh) and weapon set as First Person Primitives, and I have enabled First Person FOV on the camera. I noticed that when the First Person FOV and the World/Normal FOV differ, the character’s arms warp based on the camera pitch. Visually, this results in the left hand appearing to “slide” down the gun barrel or detach from its proper position. The intensity of the warping scales with the difference between the two FOVs; the larger the gap, the more severe the distortion. This appears to be specific to skinned skeletal meshes, as static meshes don’t seem to exhibit the same behavior.
To reproduce this: at first, I thought this was an error in my setup, but I tested it in the First Person Arena template and observed the exact same behavior. In the template, it is less apparent because the difference between the views is only about 20°. In my project, I require a variable World FOV with a fixed Weapon FOV. This creates a larger delta, making the warping unusable for gameplay.
Has anyone successfully fixed this warping issue while keeping the native rendering setup? Given that there are other reported issues with native First Person rendering, is there a robust workaround or a better alternative method for achieving separate FOVs in 5.7?
Any insights or advice would be greatly appreciated!
Thanks.