My team is updating a portable VR cave to work with Unreal Engine (currently works with Unity). Because the cave is very small, all of the projectors are at pretty extreme angles. We’ve used nDisplay to split a single window into multiple viewports, but we need to skew each of the viewports to compensate for the projector angles. I know we can skew the perspective of each viewport by modifying the rotation values for the screens and scene components separately in the nDisplay config, but the viewports are still square, which means they won’t align properly with the projection screens.
For Unity, we have a tool that will allow us to generate normalized device coordinates (NDC) for each viewport based on the position/angle of each projector. We could then import these into Unity to skew each viewport as needed so that it would display correctly on the screen. I know that Unreal uses NDC values in screen space - does anyone have an idea how we might manipulate those values to skew the viewports?