Hello everyone,
I’m developing a VR game where players can interact with various geometries. I set the Near Clip Plane to 10 to avoid unwanted clipping in VR. However, when I try to capture a screenshot from the exact viewpoint of the VR camera, the screenshot seems to be taken from a slightly different position or projection. As a result, parts of the geometry appear clipped in the final image, as if the camera is pushed forward and cutting through meshes.
I’ve tried using the C++ function:
FScreenshotRequest::RequestScreenshot(ScreenshotFileName, false, true);
as well as executing console commands for high-resolution screenshots via Blueprint (ExecuteConsoleCommand
). Both approaches yield the same incorrect result in VR mode. Meanwhile, in a standard (non-VR) setup, the screenshot looks fine and there’s no clipping.
Has anyone encountered a similar issue or have any ideas on how to ensure the screenshot is captured from the exact VR camera viewpoint (including correct near-clip settings)? Any guidance or best practices would be greatly appreciated!
Thanks in advance for your help!
Here is a screenshot of how it should look like:
And this is how it actual looks like: