I am trying to make a visibility check application for environmental impact. I am pursuing a way to indentify the areas that are visible from a given point (P) by tinting the materials of the objects present in the scene based on their visibility from that point. I would like that P could be moved to analize the scene interactively
A possible solution could be to place a light in P and consider the visibility of areas of the scene based on its shadow, but I can’t find a way to check in the material editor whether the point in the surface of an object receives the effect of a given light or ir falls into its shadow.
Have you got any idea to get what I’m looking for?
I dont think you can use the light information to determine visibility with blueprints only. What you can do is use a sphere trace from Point and get the materials of the hit components, then compare those materials with the specific one you like.
The problem is that I need to tint the objects (or parts of them, such in a building façade or the terrain itself, that can be partially visible and partially invisible) with different colours depending on their visibility from point P. Hence I need to set up materials for the objects that take that tint based on their visibility on a per pixel shader basis.
Probably I am trying to do something impossible to achieve in UE4 .