message: hopefully fixes reported zero pixel viewport crash
diff: @@ -870,6 +870,7 @@ ACesium3DTileset::GetPlayerCameras() const {
  pPlayerController->GetPlayerViewPoint(location, rotation);
  if (pStereoRendering) {
  + if (stereoLeftSize.X >= 1.0 && stereoLeftSize.Y >= 1.0) {
  FVector leftEyeLocation = location;
  FRotator leftEyeRotation = rotation;
  pStereoRendering->CalculateStereoViewOffset(
  @@ -892,7 +893,9 @@ ACesium3DTileset::GetPlayerCameras() const {
  leftEyeLocation,
  leftEyeRotation,
  hfov});
  + }
  + if (stereoRightSize.X >= 1.0 && stereoRightSize.Y >= 1.0) {
  FVector rightEyeLocation = location;
  FRotator rightEyeRotation = rotation;
  pStereoRendering->CalculateStereoViewOffset(
  @@ -901,18 +904,20 @@ ACesium3DTileset::GetPlayerCameras() const {
  worldToMeters,
  rightEyeLocation);
  - projection = pStereoRendering->GetStereoProjectionMatrix(
  + FMatrix projection = pStereoRendering->GetStereoProjectionMatrix(
  EStereoscopicPass::eSSP_RIGHT_EYE);
  - one_over_tan_half_hfov = projection.M[0][0];
  + float one_over_tan_half_hfov = projection.M[0][0];
  - hfov = glm::degrees(2.0f * glm::atan(1.0f / one_over_tan_half_hfov));
  + float hfov =
  + glm::degrees(2.0f * glm::atan(1.0f / one_over_tan_half_hfov));
  cameras.push_back(UnrealCameraParameters{
  stereoRightSize,
  rightEyeLocation,
  rightEyeRotation,
  hfov});
  + }
  } else {
  cameras.push_back(UnrealCameraParameters{size, location, rotation, fov});
  }
  