Out of the box is it possible to setup the fog of system to not reveal everything around the player but only what is in line of sight on the minimap? I don’t exactly mean line of sight but more preventing the fog of area from revealing hidden rooms, or at least rooms the player hasn’t walked into yet.
I play with minimap. It use Render Target.
This looks working well. but I think minimap bound is strange.
If I make MapBackground’s box extent set (5000,500,1024), It always show size (5000, 5000, 1024) to me.
Ok so I bought this minimap system some time ago, but now it’s finally when I’m using it.
Just testing some stuff from it (in 4.19.2)
-Dropped the Map Icon component to a couple of actors as well as to the player.
-Turned on the Icon Rotates option in the player just to find that it does not rotate at all.
-Turned on the Icon Rotates option in the rest of actors just to find that they rotate according to the player’s rotation not their respective yaw rotation
For some extra info: I’m also using a Map View Component into my player’s BP with “Use Fixed Rotation” as Rotation Mode and 0.0, 0.0, 0.0 for Fixed Rotation vector.
Am I doing something wrong? or is this a bug? [USER=“23394”][/USER]
The MapIcon likely isn’t rotating because the map itself and the icon are rotating at the same speed (player turns to the right, map view also turns to the right). Try unchecking Inherit Yaw from the player’s MapView component. Is that the issue?
Thank you for you fast answer!
But unfortunately as I mentioned “I’m also using a Map View Component into my player’s BP with “Use Fixed Rotation” as Rotation Mode and 0.0, 0.0, 0.0 for Fixed Rotation vector.”
So the minimap isn’t rotating but neither the icons.
Sorry for the delayed response, but nonetheless I’ll reply to old unanswered posts. This is possible with a caveat.
You can set up revealing fog of room-by-room by placing actors with MapRevealer components, which represent square shapes or circle shapes of fog revealed areas. They can be turned on or off to show or hide the room and icons within. However, this works best if the player does not also reveal fog of around himself. If he does also reveal fog around himself, that area can intersect with a hidden room and he’ll be able to look inside while on the other side of the wall.
Thank you for this bug report! I’ll patch this for 4.19 and 4.20 when 4.20 comes out.
For now, the render target dimensions are always square. I understand this is not ideal for long buildings. If you assign a background texture (not render target), it should properly stretch but I understand that its hard to prepare such a texture if the render doesn’t have the same layout. I will look into this in the future.
Hi Meguido, I have found the bug that is causing player rotation to have an effect on other icon rotation. I’ll submit a fix for this today for UE4.18 and 4.19.
If you’re working in a project with ability to edit code, in MapViewComponent.cpp line 177 replace LastTransform with CachedTransform which fixes the bug. Otherwise sit tight and the update should be available via Epic launcher within a day.
Thank you very much! You’ve been pretty fast
So this will fix both problem, right? (I mean, the player icon not rotating and the other icons rotating based on player’s yaw instead of their own yaw).
EDIT: Yeah, It fixes both problems. The update is already available so that was REALLY fast
I recently purchased the plugin and I am currently trying to figure out how to use it.
I am new to UE4 and I am just beginning to learn how to code the UI widgets, hence I am looking for examples or tutorials on how to use your plugin.
I am currently using 16.4.3 and I cannot upgrade the engine version yet as it is a project requirement.
The examples found in the plugin folder has some errors on compilation and cannot seem to function properly.
Can I check if this is expected? If not, am I able to download the latest examples? The link in the market place is broken.
I would like to check if you have any video tutorials, or is the PDF file the only tutorial you have?
I managed to solve a compilation error in the FogOfWarDemo as I found out that the BP_Minimap_example_RoomFog actor was missing and I placed back the link.
However, when I run both of the demo maps, I am unable to see the two minimaps and I am unable to click on the minimap as shown in the “Overview” map.
I have 2 minimaps, 1 that is the background and 1 that is the normal circular map.
The map icons for the players on the background are correctly rotating with the characters, while the circular minimap has the player icons rotate but with a 90 degrees to the right.
How can I fix that 90 degree rotation? I tried to change the “North Yaw” variable but it didn’t work.
Also I want to rotate the icon when the camera rotates (using the third person character). If I put the map icon as a child of the “Spring Arm Component” then the icon changes location when I zoom in and out, so that isn’t a solution. Do you have any other solution for it?
I’m currently in search for a hybrid world/mini map for a city simulation to track people.
How many moving objects can your map handle on the world map? Will it take 10 000?
won’t need updates on every tick, so it could be throttled for about once per second, if your map supports such throttling (or if it can be added easily through customization). Also, what does your map support - and what do you suggest - for tracking 10k of moving objects: is it better to use sprites or dynamically drawn widgets (just small squares or circles)?
And will it work on 4.19? I see some complaints about crashes.