From now on, for support please visit the “Journeyman” Discord (https://redirect.epicgames.com/?redirectTo=https://discord.gg/7xjR8NVs) or send me an email at zhikang.shao@gmail.com!
Updated the info on the store page too.
From now on, for support please visit the “Journeyman” Discord (https://redirect.epicgames.com/?redirectTo=https://discord.gg/7xjR8NVs) or send me an email at zhikang.shao@gmail.com!
Updated the info on the store page too.
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Oops. Created a never expiring link: Journeyman Tech
Hello!
I haven’t dug deep into this plugin, but I want to ask. In which direction do I need to proceed in order to make the fog “restart” after a certain event? That is, I assume that the fog is based on the texture being created and updated. And in order for the fog to return back, you need to “clear” this texture. Right? But I have no idea where exactly to look for a solution
And similarly, the issue with saving and loading this texture. Let’s say I want to save the game and load the level, but the fog of reverts to the state it was in when the game was saved. Do I just need to overwrite the current fog with the previously saved version?
Although my questions are simple, but I just want to make sure once again, so as not to waste time in vain.
Thanks!
Everything turned out to be a little easier than I thought)
To “restart” the fog of : take in blueprint Map Fog → Get Source Fog Render Target → Clear Render Target 2D
In order to fully return the fog of , set the color to black. To remove the fog of - white.
In order to load the last state of the fog of (at the time the level was saved) along with the level, you first need to save the fog of texture from function Get Source Fog Render Target. When loading the map, you need to create a material and connect the fog borders to the emission. Then, using function 3, assign this material to the fog.
This is not an instruction for action, but only an approximate sequence of actions. The solution to the problem may seem elementary, but to find this solution I had to strain my brain
Well, this seems ridiculous even to me, but I ran into another difficulty. How can I create a darkened area on an already open map? And more precisely, in which direction do I need to look in order to implement this? In theory, it is enough to update the logic in the MapRevealer component and add a boolean variable with which you can switch the drawing color on RT from 1 on the red channel to 0. But when I do this, I don’t get any result. That is, the map is not hidden in the area.
This is necessary so that I can pre-arrange areas on the map that should be hidden on command, if the player opened these areas earlier.
Please understand and forgive me, I am not a C ++ programmer, like most of those present here. But I really want to get to the bottom of this issue.
Highly recommend joining the discord support for answers from other members.
你好,我们的公司正在使用该款插件,想请教一下,如何实现小地图闪烁的功能,类似与GTA中遇到随机NPC的情况,或者是小地图中的某个图标,闪烁
discord link is broken!!!
This plugin is broken from what I understand in new versions of Unreal Engine, it may have been fixed but I am not sure. I have not used it for some time now. It was one of the best plugin based Map systems on the MP! He may have shut down the discord.
I just updated the engine I use (Used to be 4.6 now 5.4) and im now getting an odd error.
“The ‘MinimapPlugin’ plugin was designed for build 5.0.0. Attempt to load it anyway?”
If I click no it auto disabled the plugin and if I click yes it freezes and errors out during the startup process. Any help would be greatly appreciated as it was a key part of the game im working on.