Resources
- First-Person Rendering in Unreal Engine 5.6 | Unreal Fest Orlando 2025
- Animation offset for first person
- Owner visibility
Usage
There are new parameters on the camera component and on the primitive components.
Primitive Component
For the primitives, you now have a variable called FirstPersonPrimitiveType which by default is set to None.
FirstPersonPrimitiveTypedescription“If this is set to FirstPerson, the camera FirstPersonFieldOfView and FirstPersonScale parameters will be used on this component. These parameters can be used to render the component with a different field of view and a smaller depth range such that clipping with the scene can be avoided. This is useful for rendering first person view geometry.”
Available values:
None: “Primitive does not interact with first person rendering.”FirstPerson: “Primitive is rendered as first person and affected by first person properties on the camera.”WorldSpaceRepresentation: “Primitive represents a first person primitive in world space. This is the primitive that other players would see and is used to cast shadow onto the ground among other things. Implicitly sets bCastHiddenShadow=false and bOwnerNoSee=true internally, which is required for first person shadow to work correctly with VSM.”
Camera
The camera has a few new parameters
bEnableFirstPersonFieldOfView: “True if the first person field of view should be used for primitives tagged asIsFirstPerson.”bEnableFirstPersonScale: “True if the first person scale should be used for primitives tagged asIsFirstPerson.”FirstPersonFieldOfView: “The horizontal field of view (in degrees) used for primitives tagged asIsFirstPerson.”FirstPersonScale: “The scale to apply to primitives tagged asIsFirstPerson. This is used to scale down primitives towards the camera such that they are small enough not to intersect with the scene.”