How can I create a full 3D version of the following Line of Sight System:
It has to take height/elevation into account and be able to look something like this:
How can I create a full 3D version of the following Line of Sight System:
It has to take height/elevation into account and be able to look something like this:
this thread may help you
Lol thanks thatās my post
Just thinkingā¦you want to make a sphere ray to sense stuff in the sceneā¦
I would like to ask you:ā¦do you have SO MANY stuff to evaluate? I meanā¦suppose you have 50 enemies in the sceneā¦is not better to focus traces in the relevant directions instead making a 360 degrees review?
Iām slightly confused. The tutorial you linked appears to do everything youāre asking for except for making the wall transparentā¦including taking into account height/elevation.
What am I missing or misunderstanding?
I followed that tutorial exactly and triple checked everything but in the end I end up with a white screen and the post process not working the way as needed. I dont what I am missing but I would love for the tutorial to work so I can test my use case. But also, it doesnāt seem like it takes height/elevation into account, it only does a top XY Mask. It was made for 4.25 and Iām on 5.0 so maybe thatās causing an issue? Idk man i really want this to work and I cant seem to find any proper help short of hiring a programmer lol
Ok, I think Iām picking up what youāre putting downā¦the tutorial is creating the illusion of height visibility.
A shame that you canāt get the tutorial to work out, as the illusion might be good enough for your purposes. Iām using 5.0.2 as well so Iām going to give the tut a shot just to learn a thing or two as there appears to be valuable information/techniques here. I wonāt have an editor in front of me until later tonight but, if this hasnāt been resolved by then Iāll give it a shot and report back.
On a side note, youāre not running a configuration which might have turned off a post-processing feature you need to replicate the tutorial correct? Meaning youāre not running with some default mobile build that turns off certain PP features.
That would be cool, yeah check it out and see if you can get it to work for you. Iām stuck on āStep 3: Capturing ISM Visualizer to Render Targetā, everything before that is working fine, but during/after this step is where the problem starts for me. My render target texture is not picking up the inverted red/black (before it was, but final result was still wrong).
No the project is setup for desktop maximum quality
Alright, so first crack and hereās what I have after completing section 3
Is that not what youāre seeing at that stage?
No I am not, I was seeing that before but it went away, I dont know what happened. Youāre using 5.02 right?
EDIT: I must be missing something, but Iāve checked everything so many times Iāve lost count!
Yeah, 5.0.2. You say āit went awayāā¦can you check your BP_SightLine actor that you placed in the scene and make sure the āOffsetByHeightā flag is checked? If itās unchecked I end up with a black render target.
yeah its checked, is your classtofollow set to the thirdpersoncharachter? and is the texture object in the material function set to RT_SightLineCapture?
No, my class to follow is just set to character (because the 3p character bp is a subclass of it).
Hereās a zip of the project I have after stage 3 is complete. See if that works for you.
ok I managed to figure what was wrong with step 3, I had the wrong material on the 3DSlice Mesh, so now I am getting the red/black rt_targetrender
EDIT: next problem is getting the post process to work correctly
Money, glad that worked out. Let me know if you have issues with the post-processing side and I can cross-check functionality. Eager to know if this works out for you.
Thanks, oh yeah I mean Iāve finished the rest already, and still not working. Iām getting a white screen the moment I plug in the post process material. If you could finish the rest and check, that would be super helpful!
Ok I got it! (Kind of), I had to make my own tweaks. I put the post process material in my thirdperson camera. I put a inverse node (1-) in the material function, in two places. First is right at the end before the output result node and second place is at the end of the āsamples RT from worldspaceā section between the saturate node and the alpha lerp
only thing is though, as you can see in the tutorial, if tracehitoffset is at 1, it gives these artifacting black lines but if you set it to 1.1 like he suggests, it makes other side of walls lose the blackness as you move away. you can see it in the picture happening on the left wall
EDIT: lemme know when youre done, I want to see if we can tweak the system
Hot d*mn, nice work. I stepped away but one thing to consider is making the āCheckRangeā on the BP_SightLine actor larger. Itās currently set to 4000 but itās possible that your far left wall there extends beyond that when you walk away. You could verify if thatās the case or not by turning the line trace debug back on.