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depreject screen to world ignores FOV

im trying to spawn something in world at the edge of the screen and if set my camera to default FOV of 90 it works, but anything lower or higher gives bad results

current setup - https://i.imgur.com/fq0UUoJ.png

Product Version: UE 4.18
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asked Mar 16 '18 at 06:04 AM in Bug Reports

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Neros_
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avatar image Jeff A ♦♦ STAFF Mar 16 '18 at 08:12 PM

Hello,

We've recently made a switch to a new bug reporting method using a more structured form. Please visit the link below for more details and report the issue using the new Bug Submission Form. Feel free to continue to use this thread for community discussion around the issue.

https://forums.unrealengine.com/unreal-engine/announcements-and-releases/1410408-unreal-engine-bug-submission-form

Thanks

avatar image Neros_ Mar 16 '18 at 10:39 PM

I don't like this new system at all, there's no way to collaborate and find more information from the community about weather or not you even have a bug, or if there are workarounds, or if other people with the same issue can offer more detailed information.

avatar image Alex O ♦♦ STAFF Mar 19 '18 at 09:26 PM

Agreed. Please feel free to make an answerhub post in the "Blueprint Scripting" section. I'm currently unsure what the intended behavior of deprojection + FOV is. I'll be looking into this issue, but would gladly welcome any input from other community members.

avatar image Alex O ♦♦ STAFF Mar 19 '18 at 09:52 PM
avatar image Neros_ Mar 22 '18 at 02:12 AM

Absolute to Viewport doesn't output a world-space position

avatar image SebaSopp Sep 06 '18 at 04:47 PM

I'm working on a runtime 3D gizmo and want to keep the size of the Gizmo the same even after changing the FOV. With high FOV Values I am having the same Problem. Absolute to Viewport is not helping. Did you meanwhile found out, if this is a Bug?

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