I’m working on some top down maps in UE 5.4. While I could just build the map without roofs (so the player can see inside the building) I would like to have the roofs toggleable as well.
I know I could build the level with the roofs on a separate level layer, but I’m wondering if there’s an easier way to achieve what I want.
What I’m thinking is the effect we see in some top down RPG games like Baulder’s Gate 3 where if an object gets in the way of the camera it opens a transparent/xray effect so we can see through that object to the player actor.
But maybe instead of a round/ball xray, it would be a square one I could pull down to reveal various floors of the buildings. Hopefully that makes sense.
Basically I’m look into for any tutorials on how to achieve this, or marketplace plugins, etc. Or even if you just have an idea of how this might be achieved, I’d love to hear it.
My first thought for this would be a postProcessEffect of some kind, setting any materials in the PPEffect’s box’s material opacity to 0.
Using the level blueprint, have it attach to certain positions (say, a scene node above the character’s head), and move it to different heights using Events in various locations (just remember, no casting to Level Blueprint!). Also have it be really tall and attach at the bottom of the box to keep location swapping simple- if it anchors in the middle it’ll eat just as much below as above.
I won’t say this is THE solution, only that if I were to set out to do what you needed, this would be how I’d make my attempt and then go from there.
that DOES sound interesting, although I’m not 100% sure on how to reproduce the steps you describe. BUT, I followed @dZh0’s youtube link to an updated version for UE5, and I’m currently picking it apart to see if I can get it to do the wall thickness thing I’m going for.
It might take me a while, but I want to come back here and post how it went before marking the solution for the thread. I’ll try to include some screenshots and what I did once I get it figured out.