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How to use vertical FOV using Blueprints


Camera settings only provide a way to change the horizontal fov : alt text

Same in Blueprint :

alt text

How can we force vertical FOV ?


Product Version: UE 4.12
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asked Jul 12 '16 at 08:41 PM in Blueprint Scripting

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alt text

Use this to lock it to vertical (the wider the monitor the more you see to the sides (like it should be)).

-Remember to use degrees not radians.

-Put it to the Tick function to make sure it updates if the viewport is changed.

fov.jpg (63.5 kB)
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answered Aug 05 '16 at 09:15 AM

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avatar image zigziglagirafe Aug 07 '16 at 07:05 PM

Thank you ! Just great :)

avatar image NymKappa Feb 16 '17 at 01:45 PM

Works like a charm. GG

avatar image AlexeyLM May 09 '19 at 08:42 PM

Just keep in mind that "Make Literal float" is a VERTICAL VALUE - for FOV 90, this value will be 59. The calculator is at https://themetalmuncher.github.io/fov-calc/

avatar image cesarizu May 19 '19 at 07:26 PM

C++ Version:

 int x, y;
 World->GetFirstPlayerController()->GetViewportSize(x, y);
 Camera->FieldOfView = FMath::RadiansToDegrees(2 * FMath::Atan(FMath::Tan(FMath::DegreesToRadians(Camera->FieldOfView) / 2) * x / y));
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