I’m able to get it to work with multiple team based actors by selectively registering them with the FogOfWarManager. To get individual radius, inside of FogOfWarWorker I added the code below to the UpdateFowTexture() method which may not be the most efficient way but it works.
for (auto Itr(Manager->FowActors.CreateIterator()); Itr; Itr++) {
//Find actor position
if(!*Itr) return;
FVector position = (*Itr)->GetActorLocation();
// ----- START NEW CODE -----
// Use sight radius from character attribute.
ABaseCharacter* character = Cast<BaseCharacter>(*Itr);
if (character)
{
sightTexels = (character->SightRadius / 100) * Manager->SamplesPerMeter; //Sight radius is in centimeters on character and the fow worker sightTexels expects meters.
}
// ----- END NEW CODE -----
...