Stealth based mechanics

Hey guys, I was wondering whether anyone would know how to create a stealth based system so that when you are in darkness enemies cannot see you? Also, a cover system and sound based detection. Wanted to create a stealth based game for my final year at university, similar to Splinter Cell, and was wondering whether this could be using blueprint?

I found something that was in UDK using code, but I am unsure whether you can transfer this across to UE4, any ideas?

Thanks :slight_smile:

I’m interested in solutions for determining how visible a player is based on shadows/lighting as well.

Any luck thus far? Unfortunately, because UE4 is so new there’s not many tutorials or solutions for a noob like me :cry:

@, that’s a good solution, though I don’t typically like doing stuff that requires an extra process per-whatever (per-light in this case) as that quickly gets cumbersome.

It does give me an idea, though, which is that you could use the light position + radius, if those are available, for a regular ole sphere intersection test or the like. Different types of lights might need to do a different volume than a sphere, though.

Also there’s the issue of coverage. You don’t want the character to be binary visible or hidden, since one sliver of the character being inside the test volume would evaluate to being visible.