Alexarg
(Alexarg)
February 2, 2016, 12:59pm
21
1- You need to add a component to anything that blocks vision. This means you need to add this component to any static mesh that you use as a wall or an obstacle. I know this isn’t very convenient, but it makes drawing fog a lot cheaper and faster.
It could be modified to hold an array referencing all the actors instead of having to add components to each one of them, but that would complicate things when changing options and sizes of objects.
2- At any given time there can be only one “point” that is a source of vision. Vision from multiple sources won’t stack, so yes, in your example one unit would have vision and others would be blind (or rather others would have their vision glitching if you tried to force it). This problem should be possible to overcome, and I’m working on that, but as of right now I can’t promise that.
Good news everyone!
Fog of war should be released this week (at least that’s what Epic told me:))
Ok thanks for the answer @.
Just to be curious and trying to determine if this solution could help me.
Can I add components to static meshes at runtime? Im using a modular, procedural generation, so I need to do that at runtime.
Allshar
(Allshar)
February 2, 2016, 2:36pm
22
Ok thanks for the answer @.
Just to be curious and trying to determine if this solution could help me.
Can I add components to static meshes at runtime? Im using a modular, procedural generation, so I need to do that at runtime.
Yes, you can add components at runtime. You can also modify properties of the fog on the fly.
s4ng3r
(s4ng3r)
February 2, 2016, 3:43pm
23
That isn’t a fog of war. but is a good trick i’m thinking in buy it
Allshar
(Allshar)
February 3, 2016, 9:22pm
24
Hello, and good news!
Fog of War is now available on the marketplace.
https://www.unrealengine.com/marketplace/fog-of-war