UE中Camera无法修改远截面(FarClipingPlane),只可修改近截面(NearClipingPlane):
至于为什么无法修改远截面,看下代码,尝试继承UE的CameraComponent打印出相机投影矩阵:
#include "MyCameraComponent.h"
void UMyCameraComponent::GetCameraView(float DeltaTime, FMinimalViewInfo& DesiredView)
{
Super::GetCameraView(DeltaTime, DesiredView);
FMatrix ProjectionMatrix = DesiredView.CalculateProjectionMatrix();
for (int Row = 0; Row < 4; ++Row)
{
FString RowString;
for (int Col = 0; Col < 4; ++Col)
{
RowString += FString::Printf(TEXT("%f "), ProjectionMatrix.M[Row][Col]);
}
UE_LOG(LogTemp, Warning, TEXT("Row %d: %s"), Row, *RowString);
}
}
但打印出的投影矩阵结果很古怪:
LogTemp: Warning: Row 0: 1.000000 0.000000 0.000000 0.000000
LogTemp: Warning: Row 1: 0.000000 1.777778 0.000000 0.000000
LogTemp: Warning: Row 2: 0.000000 0.000000 0.000000 1.000000
LogTemp: Warning: Row 3: 0.000000 0.000000 10.000000 0.000000
不过仅投影相机模式不支持如果是正交相机都是正常的,且针对远截面优化,仍可以设置CullDistanceVolume等方法进行剔除: