I’m accustomed to some jank when using ultrawide resolutions (I actually like a lot of it), but the way FOV works in game currently makes it nauseating. I think binding the FOV axis constraints to the Y axis would fix the main problem without needing a lot more ultrawide support. I believe this is the default in Unreal 5 now, as it seems to be more compatible/consistent
At least a way to override in an ini would be good enough for the time being
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About 2 months ago

Dan
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Dan
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