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Getting the Camera Projection Matrix, or something similar....

I have a sphere mesh which acts as a cursor and handles some interaction and overlapping events on scene. I wanted another mesh or billboard whose position follows the sphere but will be closer to the camera, so that I can have an idea of where that sphere is even when it’s being blocked from view.

In order to do that, I will need to obtain, for the very least, the camera’s view projection matrix, so that I can obtain a direction vector from the sphere and a base position of origin. I gathered that FSceneView has functions for converting world space to screen, and vice versa, but how can I obtain the SceneView associated with a camera?

Thank you for any help.