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Alternative FOV setting for DPG_Foreground rendered actors

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    Alternative FOV setting for DPG_Foreground rendered actors

    Hi there,

    I'm currently working on a Hud displayed with meshes in DPG_Foreground, like this:



    During some gameplay sequences the FOV value is set to rather extreme values. At some time, this may cause harsh distorsions on the Hud's display.
    I know that the old Canvas.DrawActor function had a Fov parameter :
    Code:
    DrawActor( Actor A, bool WireFrame, optional bool ClearZ, optional float DisplayFOV )
    Does anybody know a way to set specific camera settings (especially FOV) for the Foreground priority group ?

    Thanks

    #2
    I believe meshes rendered in the foreground can have custom fields of view. I believe the weapons held by the player in the UDK demo do this (they certainly did in Unreal Tournament 3). It may be a property of the skeletal mesh component that you can set in default properties.

    Comment


      #3
      You're right, the UDKSkeletalMeshComponent and UDKParticleSystemComponent classes feature the following var & member function:
      Code:
      /** This changes the FOV used for rendering the skeletal mesh component. A value of 0 means to use the default. */
      var() const float FOV;
      
      /** changes the value of FOV */
      native final function SetFOV(float NewFOV);
      This allows per-Mesh fov setting... and saves me.
      Thanks a lot for pointing it out.
      Cheers

      Comment

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