# How would i go about creating a "Fog of War" type system for a top down game, similar to CIV V

**URL:** <https://forums.unrealengine.com/t/how-would-i-go-about-creating-a-fog-of-war-type-system-for-a-top-down-game-similar-to-civ-v/372067>\
**Category:** Rendering\
**Tags:** unreal-engine, Lighting, Blueprint, question\
**Created:** [September 30, 2016, 1:57pm UTC](https://forums.unrealengine.com/t/how-would-i-go-about-creating-a-fog-of-war-type-system-for-a-top-down-game-similar-to-civ-v/372067 "2016-09-30T13:57:40Z")\
**Posts on this page:** 3\
**Page:** 1

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**Author:** ![anonymous\_user\_3dc9db4a](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_3dc9db4a](https://forums.unrealengine.com/u/anonymous_user_3dc9db4a)\
**Post date:** [September 30, 2016, 1:57pm UTC](https://forums.unrealengine.com/t/how-would-i-go-about-creating-a-fog-of-war-type-system-for-a-top-down-game-similar-to-civ-v/372067/1 "2016-09-30T13:57:40Z")

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So I’m Developing a top down multiplayer twin stick shooter entirely in blueprints right now, and i want a system similar to Civ V’s fog of war

In my game there are rooms of varying size separated by doors, and before a player entrees into a room, i want the room to be unlit so the player can see what kind of enemies are inside and what to expect.

iv looked around at how to do this but i cant seem to find any concrete way of doing it, can anyone give me a little nudge in the right direction? or a big nudge if possible?

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**Author:** ![anonymous\_user\_b9532c9a](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_b9532c9a](https://forums.unrealengine.com/u/anonymous_user_b9532c9a)\
**Post date:** [September 30, 2016, 7:54pm UTC](https://forums.unrealengine.com/t/how-would-i-go-about-creating-a-fog-of-war-type-system-for-a-top-down-game-similar-to-civ-v/372067/2 "2016-09-30T19:54:12Z")

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Hi Brown0,

While I haven’t made a specific Fog of War, this tutorial by Noon was a massive help when dealing with opacity:

> **[A new, community-hosted Unreal Engine Wiki](https://forums.unrealengine.com/t/a-new-community-hosted-unreal-engine-wiki/141494)**
>
> After over a year in maintenance mode, the official Unreal Engine Wiki is now permanently offline. These resources now live on a new community-run Unreal Engine Community Wiki — https://unrealcommunity.wiki/! You will be able to find content from...

I would think that if you take some of the concepts he goes over, you can probably layer a plane with a material that is affected by location based opacity centered around the player’s vision over the map, cutting off areas that are blocked by another actor.

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**Author:** ![TJ\_V](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/tj_v/32/1008648_2.png) [@TJ\_V](https://forums.unrealengine.com/u/TJ_V)\
**Post date:** [September 30, 2016, 7:54pm UTC](https://forums.unrealengine.com/t/how-would-i-go-about-creating-a-fog-of-war-type-system-for-a-top-down-game-similar-to-civ-v/372067/3 "2016-09-30T19:54:36Z")

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Hi Brown0,

[Here is a tutorial](https://forums.unrealengine.com/showthread.php?55650-TUTORIAL-Fog-Of-War) a user posted on the forums that is one way to accomplish this.

I hope that helps you get started.

Cheers,

TJ
