get actor location does not work with scene component, wont accept it
No… does the trace work if you just use the get actor location node on it’s own?
yeah but it doesnt follow the character, just stays stationary in the place of the Trace blueprint placed in level
Arrrgghghghg…
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Forget the trace BP.
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Put the trace code IN the character. ( actually copy the blueprint nodes ).
Does that work for you?
Yes Ok awesome, putting it in the character blueprint and setting that up did it!
Thank you for your patience, I know it aint easy
And it’s coming from the head yet?!
Yup, I tested it versus the actor location and the scene component is working correctly
Yas!
Sweet! Alright, so now I have prepared this 3D version of the flat single triangle polygon the guy had in the tutorial for the Instanced static mesh he uses for the procedural mesh in the line of sight mask creation. If you could please help me convert what he did in the tutorial with the 3D version
Basically, fire this pyramid with every trace as a procedural mesh which is blocked/truncated by the hits thus creating the scene component mask of the collisions. Essentially reverse engineer his method but for our purpose…
It’s probably best to re-post that as a new question
Man - this is going to take you MONTHS!
How do you envisage is working in 3D?
haha something to look forward to I guess… if it works out the way I’m thinking.
I don’t think I understand your question though
Well. The postprocess is black where the player can’t see. So the player always must be able to see the camera, otherwise the camera just sees black.
I think it could work in 3D. It’s gonna be a bit of a mare though. The render target will also suck frames…
Be interested to see how it goes…
Well the structures in the way will be culled/masked away (along with, where the vision sphere leaks into), and characters back will always be to the camera as it turns so lets see if the final version actually feels right or just a mess lol
So how would you modify his use of the instanced mesh with my 3D version?
I’ve setup the new question :
Obviously the mesh has to be a cone. But then also, the texture2D needs to be a texture3D. Totally out of my area.
Also, I’m just checking, are you trying to just set it up so that the camera can always see the player by culling parts of mesh out of the way? Because this is not the way to do that…
Like this
Wait why do you say it has to be a cone? Why not a pyramid?
I don’t fully understand what is a Texture2D and Texture3D, but if you find any leads, explanations or solutions please let me know
Oh nice ok yeah, thats basically how I want to cull through structures, but just have the circle be bigger
Yeah, a pyramid could do it.
Texture 2D is basically a texture ( like you have in materials ) except you write to it at run time. It’s very inefficient. But nothing compared to trying to write to a texture 3D at run time. I -think- you might need a plugin for that, not sure.
Ok, well I’d recommend trying that youtube method. It will take you a day, instead of six months and a PHD in geometry
Hmm, ok ill have to look into this more. So wait, could you please show how to draw a mesh along each trace in this system? Not the texture stuff, just draw the cone/pyramid along each line, like he draws the “slice” along each line?