Hooray, it’s working!
If you don’t mind I’ll move the sample project linkt to the main post and credit you.
The code dealing with previously discovered areas putting it in a “shroud of darkness” are the sections below in FogOfWarWorker.cpp. The first section is used if you’ve enabled blurring (via a checkbox in your LevelInfo-object), and the second section is without blurring. If you don’t want “shroud of darkness”, just remove the elses. If you find the value too dark or too light, just change the integers. Changing them towards 255 makes the shroud of darkness lighter and towards zero makes it darker.
//If this is a previously discovered position that we're not currently looking at, put it into a "shroud of darkness".
else {
sum += (Manager->blurKernel* * 100);
}
...
...
else {
Manager->TextureData[x + y * signedSize] = FColor((uint8)100, (uint8)100, (uint8)100, 255);
}