Released a new blueprint framework for creating Laser Security Systems, inspired by the security lasers in Splinter Cell Blacklist: https://github.com/RohitKotiveetil/U…SecuritySystem
The system supports both stationary as well as mobile security lasers and provides basic options to customize parameters like movement offset, starting position along the movement trajectory, movement speed, etc.
Known issues: It does not work well in conjunction with TXAA if you have two lasers moving perpendicular to each other while sharing the same pixel at some point during their trajectories. The points of overlap end up being brighter than the rest of the beam (unless the emissivity is ramped up to hide this artifact). I’ve posted the results here in the rendering section of the forum: https://forums.unrealengine.com/deve…tion-txaa-only. As mentioned in the thread, this can be solved by switching to FXAA. However, if anyone knows of a way to make it work with TXAA, I would really appreciate it if you share the solution. Meanwhile, if anyone’s interested in the system, feel free to use it in your projects.