AGKFogOfWarTeam#

Inheritance Relationships#

Base Type#

  • public AInfo

Class Documentation#

class AGKFogOfWarTeam : public AInfo#

Team Fog information, this needs to be an actor for replication purposes. It is only replicated to teammates

Public Functions

AGKFogOfWarTeam()#
bool IsNetRelevantFor(const AActor *RealViewer, const AActor *ViewTarget, const FVector &SrcLocation) const override#
void GetLifetimeReplicatedProps(TArray<FLifetimeProperty> &OutLifetimeProps) const override#
inline void *GetBuffer()#
inline class UTexture *GetExploration()#
inline class UTexture *GetVision()#
inline class UTexture *GetUpscaledVision()#
inline TArray<class UGKFogOfWarComponent*> GetAllVisibleUnits() const#

Public Members

void *Buffer#
uint64 AllyTeamHash#

This is computes a “hash” of the fog of war so if A is friendly with C and C is friendly with A we do not need to draw C fog and we can reuse A.

AGKFogOfWarTeam *AllyFogOfWar#
class UTexture *Exploration#

Exploration Texture.

class UTexture *Vision#

Vision Texture.

class UTexture *UpScaledVision#

Upscaled TExture.

bool bDiscrete#

Using discrete algorithm.

FName Name#

Team Name.

FGenericTeamId TeamId#

TeamId.

TArray<class UGKFogOfWarComponent*> Friendlies#
TArray<class UGKFogOfWarComponent*> Units#
TArray<class UGKFogOfWarComponent*> Blocking#
FCriticalSection DrawLock#
class AGKFogOfWarVolume *Volume#