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
.
FirstPersonPrimitiveType
description“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.”