When simulating an orthographic view using a perspective camera with a low FOV you need to pull it WAYYYYY back from the subject to get a good 3/4 isometric-like view on your scene. However, in doing so, because of the view distance, certain effects and shadows render at extremely low LOD, seemingly only solvable by enabling hardware ray traced shadows, however this is not necessarily something I want to mandate for an actual production game.
Color me excited then when Epic started focusing on getting the actual orthographic view working with all the latest engine features, allowing me to reduce the distance of the camera to the subject to a distance that makes more sense, and resolves all the associated LOD issues.
When pulling the camera distance in to ensure everything looks good visually in the center of the view, my near objects are clipped by the camera, which is fine, because normally I’d just adjust the near clipping plane to a negative value. However, in doing so everything behind the camera gets glitchy and appears as if it’s not properly lit. I cannot imagine this is intentional, as in ortho rendering I’d assume depth rendering to be offset by the near clipping plane specified, while Texture/Model LOD would be calculated relative to depth from camera position.
Right now, because of this, there’s really no benefit to me using the ortho camera as I still need to set its distance far from the subject to ensure everything I want in view is not behind the camera position, and since the ortho camera work is still in progress I’d rather then just go with the perspective camera for now. However, would really like this to get fixed if at all possible.