i had that too yesternite. it’s a mismatch between viewport and rendertarget aspect ratio. messes up the projection. i guess the projection matrix has to be updated too when you resize the rendertarget.
it’s only correct if the viewport and intial rendertarget aspect ratio matches, or if you play in a new pie window. with all of it being 16:9.
also… i hope you create the render target on begin play. this doesn’t belong in the tick function. a simple resize would do the same trick. still only on begin play. i’ve done that with a scale before the break. for some reason it doesn’t update the scale in a new pie window. it uses the last used viewport scale. weird bug, i guess.
anyway… i don’t understand rotator math. i tired, but… directionality will not be coded by me. i think i’m done here. this is where the blueprint code ends. the optimization gotta be done in c++.
i defo love this feature of this mirror technique.
not immersion breaking at all. huh…