I just completed a system that uses the EQS circle trace to accurate draw the visible area around the player(or any actor), represented by a mesh generated by the procedural mesh component. Where every vertex of the mesh is one of the points of the EQS(in local space).
Can easily adjust the view range and cone.
The slight lag is caused by the video capture and partially the fact that I'm running from the viewport.
Now all I need to do is use this mesh to apply a post processing effect to the non visible areas to make them appear dark. The problem is that I have zero experience with post processing. If someone could shed some light on this or point me in a direction it would be super.
Also if anyone is interested in seeing the BP for this Id be happy to share.
Google drive link to project from lower post: https://drive.google.com/folderview?...3d3aDdFUmRfd3M
Can easily adjust the view range and cone.
The slight lag is caused by the video capture and partially the fact that I'm running from the viewport.
Now all I need to do is use this mesh to apply a post processing effect to the non visible areas to make them appear dark. The problem is that I have zero experience with post processing. If someone could shed some light on this or point me in a direction it would be super.
Also if anyone is interested in seeing the BP for this Id be happy to share.
Google drive link to project from lower post: https://drive.google.com/folderview?...3d3aDdFUmRfd3M
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