I have a case where I need to do some lens shifting. I was able to do that and change it in runtime by creating a subclass of ULocalPlayer. The problem now is the sky says, “Your scene contains a skydome mesh with a sky material but it does not cover that part of the screen…”
I don’t remember where I read it, but I think the skybox is somewhat dependent on the camera frustum. Are there additional code that need to be written for the sky to set some kind of offset or have it project according to the new projection?
As an aside, I was able to simply do DeprojectScreenToWorld using the inverse view projection matrix to properly align mouse cursor position with clicks.