SceneCaptureComponent2D Custom Projection Matrix 4.17

Hi,

SceneCaptureComponent2D.h contains the following

    /** Whether a custom projection matrix will be used during rendering. */
	UPROPERTY(BlueprintReadWrite, AdvancedDisplay, Category = Projection)
	bool bUseCustomProjectionMatrix;

	/** The custom projection matrix to use */
	UPROPERTY(BlueprintReadWrite, AdvancedDisplay, Category = Projection)
	FMatrix CustomProjectionMatrix;

I have tried deriving from SceneCaptureComponent2D to set a custom Matrix

#include "ARSceneCaptureComponent2D.h"

void UARSceneCaptureComponent2D::BeginPlay()
{
	bUseCustomProjectionMatrix = true;
	CustomProjectionMatrix = GenerateOffCenterMatrix(0.0F, 2000.0F, width, 
    height, skew, u0, v0, fx, fy);
}

FMatrix UARSceneCaptureComponent2D::GenerateOffCenterMatrix(float near, float far, float width, float height, float s, float u0, float v0, float fx, float fy)
{
	FMatrix out;
	float mat00 = 2.0F * fx / width;
	float mat11 = 2.0F * fy / height;
	float mat02 = (width - 2.0F * u0) / width;
	float mat12 = (-height + 2.0F * v0) / height;
	float mat22 = -(far + near) / (far - near);
	float mat23 = -(2.0F * far * near) / (far - near);
	float mat32 = -1.0F;
	// Setting perspective transformation Matrix
	out.SetIdentity();
	out.M[0][0] = mat00;
	out.M[0][1] = 0;
	out.M[0][2] = mat02;
	out.M[0][3] = 0;
	out.M[1][0] = 0;
	out.M[1][1] = mat11;
	out.M[1][2] = mat12;
	out.M[1][3] = 0;
	out.M[2][0] = 0;
	out.M[2][1] = 0;
	out.M[2][2] = mat22;
	out.M[2][3] = mat23;
	out.M[3][0] = 0;
	out.M[3][1] = 0;
	out.M[3][2] = mat32;
	out.M[3][3] = 0;
	return out;
}

Sadly my code won’t work, the image looks exactly the same with or without setting it. Has anyone tried this before and can tell me how to fix this?

You need to set bUseCustomProjectionMatrix to true to use your custom projection matrix.