void USceneCapturer::SetPositionAndRotation( int32 CurrentHorizontalStep, int32 CurrentVerticalStep, int32 CaptureIndex ) { FRotator Rotation = StartRotation; Rotation.Yaw += CurrentHorizontalStep * hAngIncrement; Rotation.Pitch -= CurrentVerticalStep * vAngIncrement; Rotation = Rotation.Clamp(); FVector Offset( 0.0f, eyeSeparation / 2.0f, 0.0f ); if (dbgDisableOffsetRotation) { //For rendering near field objects, we don't rotate the capture components around the stereo pivot, but instead //around each capture component const auto rotAngleOffset = FRotator::ClampAxis(Rotation.Yaw - StartRotation.Yaw); float eyeSeparationDampeningFactor = 1.0f; if (rotAngleOffset <= 90.0f) { eyeSeparationDampeningFactor = FMath::Lerp(1.0f, 0.0f, rotAngleOffset / 90.0f); } else if (rotAngleOffset <= 270.0f) { eyeSeparationDampeningFactor = 0.0f; } else { eyeSeparationDampeningFactor = FMath::Lerp(0.0f, 1.0f, (rotAngleOffset - 270.0f) / 90.0f); } Offset = StartRotation.RotateVector(Offset * eyeSeparationDampeningFactor); } else { Offset = Rotation.RotateVector(Offset); } LeftEyeCaptureComponents[CaptureIndex]->SetWorldLocationAndRotation( StartLocation - Offset, Rotation ); LeftEyeCaptureComponents[CaptureIndex]->CaptureSceneDeferred(); RightEyeCaptureComponents[CaptureIndex]->SetWorldLocationAndRotation( StartLocation + Offset, Rotation ); RightEyeCaptureComponents[CaptureIndex]->CaptureSceneDeferred(); }