Hi,
Is it all dark in the editor? Or just when you’re in-game? There are quite a few places where it can fail…
- Make sure that the blueprint actor inheriting from FogOfWarManager is located at [0, 0, 0].
- Make sure that all the actors registered to the FogOfWarManager are not of the collision channel type ECC_WorldStatic.
- Make sure that all the blueprints are identical to the ones in the main post.
- The project is depending (roughly) on a scale of 100UU = 100cm, if your scale is way off the effect might not be rendered at all.
- If you debug the event graph in your blueprint inheriting from FogOfWarManager in the section “Set blending factor between FOW-textures”, the value “FOWTexture Blend” should increase from 0.0->1.0 a few times every second.
- While debugging the C++ source make sure your actors are correctly registered by checking that the field TArray<AActor*> FowActors is non-empty. You could also debug FogOfWarWorker’s method void AFogOfWarWorker::UpdateFowTexture() and watch the set TSet<FVector2D> texelsToBlur; If this collection is empty at the end of the method, no texels has been selected for unfogging and blurring.
If everything else fails you could always upload your project and PM me the link, and I can take a look at it.
Cheers,