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title: Deep Dive: Two Solutions for UE5 Camera vs SceneCapture
description: SceneCaptureComponent2D and gameplay cameras in UE5 can produce mismatched framing when aspect ratios change because they use different projection rules. The...
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# Deep Dive: Two Solutions for UE5 Camera vs SceneCapture

**[80 LEVEL](https://daily.dev/sources/80lv)** · 31 min read · 0 upvotes · 0 comments

## Summary

SceneCaptureComponent2D and gameplay cameras in UE5 can produce mismatched framing when aspect ratios change because they use different projection rules. The gameplay camera defaults to Maintain Y Axis (preserving vertical FOV), while SceneCapture effectively uses Maintain X Axis (preserving horizontal FOV). This article explains the projection pipeline for both systems, breaks down the frustum math behind FOV recalculation, and provides two solutions: a Blueprint approach that recalculates FOV values, and a C++ implementation using CustomProjectionMatrix to create a custom SceneCaptureComponent2D that supports all Maintain Axis modes.

## Full article

daily.dev links to this article rather than hosting it. Read it at the original source: <https://80.lv/articles/deep-dive-ue5-camera-vs-scenecapture-maintain-axis-frustum-math-projection-pipeline/>

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---

Tags: [#c++](https://daily.dev/tags/c++), [#graphics-programming](https://daily.dev/tags/graphics-programming), [#unreal-engine](https://daily.dev/tags/unreal-engine)

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