Pixel Depth Offset -- how to get the correct projection without perspective distortion?

Hi Ryan, in my case I think it’s a different issue. I am overlaying a Kinect depth view over my game by having a camera look at a plane that covers the same FOV as the Kinect and uses pixel depth offset. So I really am wanting to push the depth out along the camera vector.

What I found was that when rotating, not translating, the camera, things would get pushed too far on the periphery. Where if the depth offset were pushing depth along the view ray, you would expect it to stay the same (with camera rotation) only, because the length of the ray to each point would stay the same.

From what I read, it seemed to be happening because the z buffer is a bunch of depths orthogonal to the clip plane. Though in wasnt sure it was stored like this in unreal, or if Pixel Depth Offset already accounted for it. For small FOVs the difference isn’t very noticable, but at large ones it is towards the periphery. I’ll try and make a simplified example project.