kudos for powering through. The line trace and dynamic material parts were great info. Especially the messaging / subscription system and the warning against casting every frame. Cheers man. b edit 01 Copied the video to the T. The hit component of the line trace just wont register the bp-plane object therefore not being able to send a message end edit 01 edit 02 ok i was using the 3rd person bp instead of the top Down player BP. All good now. But I wonder why it wouldn't work for the 3rd person end edit 02
Thx! I don't know why something always goes fun. I think my brain freezes when live. I have a follow up to this coming as the second FOW video that does go back to revisit the masked vs translucency too so keep an eye out
Can I ask why did you create a dynamic material with index 0 material and set the new material to index 0? Will this new material replace the original material at index 0? Cuz I usually just store the dynamic material as a variable to modify it, maybe your way will free some memory space?
Basically I think you are correct in understanding. There is only one material on the plane (at index 0)....so when we make the new dynamic one we need to replace the material on the plane which is at 0. Then we store it in the variable for ease of axis. If there was more than one material on the object we would have to loop through each one and replace the proper index for each one.
@@livinfreestyle6727 During my test, an interesting thing is even I didn't set the newly created dynamic mat instance to any index, modifying the params on that material still takes effect, I wonder why this happens, does Unreal auto set that new dynamic material to index 1 or it did something internally.
@@glenzhang3646 could be, I'll have to try it out. The important thing though is that we know we need a Dynamic Mat to be able to make changes at run time. I'll do a sanity check at somepoint although most of the time I actually use a full for loop cuz the mesh has multiple materials and I need to update each one in the proper index
One hour for - basically - a hardcoded sphere mask pp mat. This is not FOW. You wouldn't want to have this FOW in any game - guess what's missing... Exactly! Masking. More precisely, obstacle masking. Misleading title.
I mean, its part of a series of videos to explore different ways to get the effect. Im fairly certain in various points throughout the series I mention the cheats and callouts. But comment and critique taken
@@livinfreestyle6727 Sorry for being harsh - you know how internet allows a**holes to shine. Now I feel bad. I was frustrated because I can't find a technical solution to obstacle masking anywhere. I don't even know hot to approach it without light sim traces.
Love your video's man. Best channel on RUclips
What a great feel good comment. Thanks for watching and glad you find the stuff as such!
one of the best informative yt channel
Glad you think so!
Great video, as always 😄
Thanks 😋
Very good brow.. ❤❤
Thanks!
Thx ;)
No problem
kudos for powering through.
The line trace and dynamic material parts were great info. Especially the messaging / subscription system and the warning against casting every frame.
Cheers man.
b
edit 01
Copied the video to the T. The hit component of the line trace just wont register the bp-plane object therefore not being able to send a message
end edit 01
edit 02
ok i was using the 3rd person bp instead of the top Down player BP. All good now. But I wonder why it wouldn't work for the 3rd person
end edit 02
Thx! I don't know why something always goes fun. I think my brain freezes when live. I have a follow up to this coming as the second FOW video that does go back to revisit the masked vs translucency too so keep an eye out
@@livinfreestyle6727 definitely look forward to the follow up. cheers
Can I ask why did you create a dynamic material with index 0 material and set the new material to index 0? Will this new material replace the original material at index 0? Cuz I usually just store the dynamic material as a variable to modify it, maybe your way will free some memory space?
Also thanks for the video, looking forwards to your replication videos!
Basically I think you are correct in understanding. There is only one material on the plane (at index 0)....so when we make the new dynamic one we need to replace the material on the plane which is at 0. Then we store it in the variable for ease of axis. If there was more than one material on the object we would have to loop through each one and replace the proper index for each one.
@@livinfreestyle6727 During my test, an interesting thing is even I didn't set the newly created dynamic mat instance to any index, modifying the params on that material still takes effect, I wonder why this happens, does Unreal auto set that new dynamic material to index 1 or it did something internally.
@@glenzhang3646 could be, I'll have to try it out. The important thing though is that we know we need a Dynamic Mat to be able to make changes at run time. I'll do a sanity check at somepoint although most of the time I actually use a full for loop cuz the mesh has multiple materials and I need to update each one in the proper index
One hour for - basically - a hardcoded sphere mask pp mat. This is not FOW. You wouldn't want to have this FOW in any game - guess what's missing... Exactly! Masking. More precisely, obstacle masking. Misleading title.
I mean, its part of a series of videos to explore different ways to get the effect. Im fairly certain in various points throughout the series I mention the cheats and callouts. But comment and critique taken
@@livinfreestyle6727 Sorry for being harsh - you know how internet allows a**holes to shine. Now I feel bad. I was frustrated because I can't find a technical solution to obstacle masking anywhere. I don't even know hot to approach it without light sim traces.