AdvanceCloaking is a simple component to make you easy to implement cloaking any actor. There are 3 cloaking exposed type. Gun fire, damage, equip. You just call a member function where you want to expose it. It is focused on actually gameplay.
Cloaking/Uncloaking at any state
Damage, fire, equip exposed types
Support for Skeletal, Static, Text render mesh components including childs
PlaySound : Setting for playing cloaking/exposed sounds.
ManualMaterial : if it is true, CloakingCompoenent won’t create dynamic material instance from onwer. Instead of it, you may add it by calling AddManaulMaterial.
DestroyCloakingOver : the parent actor will be destroyed when cloaking is over.
DamageReceivedDissolve : delta value to expose cloaking when player continue to get damage.
FiredDissolve : delta value to expose cloaking when player continue to fire weapon.
EquipDissolve : delta value to expose cloaking when player continue to change equipments.
MaxRefraction : refraction time
MaxDissolve : cloaking time
CloakingSound : when cloaking is started, this sound is played.
ExposedSound : when cloaking is exposed, this sound is played.