Hi all,
I’m working on an FPS and would like to be able to change the FoV of the scene without modifying the FoV of the weapon and hands mesh. As I understand it now, there are only 2 rather hacky solutions to this problem: using panini projection (which leads to a loss in resolution at the centre of the screen), and overriding GetRenderMatrix()
within USkeletalMeshComponent
, which achieves the desired result but leaves muzzle VFX rendered at the FoV of the scene, meaning that they are visibly detached with the VFX floating in front of the gun. Is there any preferred method of handling this within Unreal, or, failing that, a means of overriding GetRenderMatrix()
(or an equivalent) within either a Niagara or Cascade particle system?
Thanks <3