Sorry i only just got to seeing this. Its handled through a render texture that gets painted every so often from each actor drawing to it at the same time. Since its drawn for each actor at a set interval, the data can be easily replicated by team players so everyone on your team can see what you see and vice versa.
@@midnightruin6983 We implemented a similar system, and now we are trying to save the discovered texture to disk (with the saveGame object). This has proven difficult (saving the texture of the render target is easy, reapplying it to the render target is not), do you have any hint ?
This is incredible. Is this for sale on the UE marketplace?
Yes, this is blueprint based so its easy enough to learn whats going on
Hello!
Im trying to make this effect, Can I ask you, How are you handling "remembering where the player has been?
Sorry i only just got to seeing this. Its handled through a render texture that gets painted every so often from each actor drawing to it at the same time. Since its drawn for each actor at a set interval, the data can be easily replicated by team players so everyone on your team can see what you see and vice versa.
@@midnightruin6983 We implemented a similar system, and now we are trying to save the discovered texture to disk (with the saveGame object). This has proven difficult (saving the texture of the render target is easy, reapplying it to the render target is not), do you have any hint ?
This might be a dumb question but how did you hide the enemy under the 'grey' fog?
And is it possible to exclude areas from the visible area (such as characters in a bush)?
@@natebruh_1704 I could add something like that to it fairly simple enough