"Very preliminary, but it already has a CPU WorldLocationToFirstPerson function to convert spaces for gameplay, which is more than most methods available today."
Senior Technical Designer Hristo Enchev shared a couple of demos of a first-person weapon Unreal Engine project along with a quick thread on the early version of UE5.5's new first-person rendering support, showcasing its capabilities and current limitations.
No more Panini Projection or custom implementations: it's great to see this feature finally natively supported, even though it's still far from full functionality. As Hristo Enchev notes, as of now, there's no support for world shadows and shadows cast from attached/parent meshes:
"You can see in the videos that occlusion bounds aren't updated to account for the distortion and scale. No support for the other types of Axis Constraint FOVs and no per-vertex control for the strength of the effect on a single primitive, if legs and arms are the same mesh", added the developer.
Hristo Enchev frequently posts technical breakdowns and Unreal Engine tips and tricks on his X/Twitter page. Just recently, he made an insightful thread on how figuring ledges of geometry can be done dynamically in the newly released Game Animation Sample Project.
This breakdown contains a lot of videos and screenshots explaining the approach for educational knowledge-sharing purposes and Blueprints available on GitHub for anyone who wants to use this method:
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