Strange, give me a couple of minutes, I’m checking everything. You’re right.
I found the reason. This was due to an update.
Take the next step:
1.Open Camera rec 360
2. And change this node

I will try to fix it soon. Sometimes me make one update in a large system and forget about another.

Hi I’m currently using your plugin for dome 180 mono rendering in ue5. And I wanna comp them with houdini redshift fisheye render(it has options such as vertical/horizon scale and FOV) for fx in post. The problem is that there is a little difference between the results of them. because of that Redshift fisheye render is in their camera tool, I couldn’t find how to control other things. so I looked around your blueprints in Camera_Rec_360 but I’m pretty beginner of UE5 to figure out solving the problem. Could you have any idea to solve this? like details of camera values, such as focal length, aspect ratio, etc to control the lens distortion.
anyway appreciate for your work. it is amazing.
hope you have a solution. Thank you.

Thank you for your words))
Sometimes I am asked if it is possible to distort the projection?
This can be done using available methods, but unfortunately I am not sure that this is a great solution, but I will still post this video tutorial.

At the moment, no other distortions are available.
There are certain limitations that I can’t get around using this type of rasterization rendering.

Aspect ratio → Camera Rec 360 → category default (2:1 → if true , and 1:1 → if false).
I hope I understand your question correctly.

Thanks for the tutorial!
If you don’t understand my question, it is probably because of my poor english. no worry:)

The solution would be really helpful, but actually It is a bit different than what I want to do. I want to keep the circle shape and control the distortion of inside of circle. if I can keep the circle shape and distort inside of it using the solution you gave, It will be great. there are really small gaps between renders so I can test with your solution.

Thanks a lot!

Thanks, i understood.
Sorry, it is not possible to change the fisheye projection vertically, horizontally, as well as changing the Field of view is not possible.

Perhaps in the future such functionality will be added
But if you recorded a video for me, the work of fish eye redshift, your idea, it would give me more understanding for the future.
My email

Hi @ElizzaRF ,
We are having an issue with water. When we use 360 6 cam settings all reflections works as intended but we see a pattern in the water (i think is like every cam capture) but when we use 360 1 cam settings we DONT see reflections, but patters dissapear… Any idea how we could fix any of those?

Ty in advance,

Hi, ElTioPanZeta!

Try off Screen Space Reflection in post process.
Sometimes material using screen space for effects and you see seams when used camera 360.
sometimes it is very difficult to do this if the material shader uses screen space.

Did the solution help you?

Hi I use 360Mono (Use 6 cameras)
Custom Render (true)
Found many seams

Next step:

  1. Open Your Post Process
  2. Vignette = 0, Bloom = 0, Exposure → Manual .

Video tutorial Tutorial 3. Camera 360. Seams. PostProcess settings (New version) - YouTube

Hi Ivan. Hair simulation is not working with 360 camera but works with normal. Is there a trick to make it work?
Here are examples:

Hi, Max!

Yes, Tell me in which version of the engine do you work?

I have already seen such a problem. This problem occurs when working with the engine from Epic Games Launcher.

Do you have the option to install the engine from the source files of UE, GitHub?

Hair Physics works in version 4.26.0. Unfortunately physics doesn’t work in 4.26.1 yet.
You need to download the source codes UE4.26.0 via Epic Games. You need to have a GitHub account for download source code

Mine is 4.26.2.
Thanks for reply Ivan! I’ll try it.

Always happy to help!

Hi, after testing here, I found that there are still some seams
I use Camera_360->Map->Demo_Scence_DOF scene this time

Bloom Intensity =0
Exposure Metering Mod=Manual
Exposure Compensation=10.8
Lens Flares Intensity = 0
Image Effects Vignette Intensity = 0

That’s right, you need to reduce the intensity of the DOF. Otherwise, such seams may appear. Since screen space is used for this effect,

News 10.13.2021. Fix update for 4.25-4.27 .
Now the panoramic capture plugin works correctly.

i am trying your plugin with Ue5. i made copy and paste of the folder camera360 from Ue4 to the content folder of my Ue5 project.
i dont have any of this BP in Ue5 : camera_point 360. camera_rec360 and camera_point2d.
do you have any idea ?

thank you


Yes, you need create project in UE4.26, and convert to UE5 and check. If you convert UE4.27 to UE5 (actors not support and not working) → Incompatibility of version 4.27 and UE5.


I’m having some issues with the some of the textures in my level when the Camera_Rec_360 and Camera_point_360 actors are present.

When I first load the project and level, the textures on many of the static meshes in the level are frozen at a lower mip (they appear pixilated and blurry).

When the Camera_Rec_360 and Camera_point_360 actors are not present in the level, the textures load fine.

I suspect that something having to do with my project settings and/or the SceneCapture2D and Render Targets used in the Camera 360 blueprints may be causing this.

Does anyone know of a command to force-reload all textures to the highest resolution? Or is there any way to configure the Camera 360 blueprints so that they don’t block other textures from loading?

I have noticed the error in both UE 4.26 and 4.27.


Don’t worry. This problem solution:

  1. Open Project Settings
  2. Find Texture Streaming and False
  3. Restart Projects.
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