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();
}