AGKFogOfWarTeam#
Defined in File GKFogOfWarTeam.h
Inheritance Relationships#
Base Type#
public AInfo
Class Documentation#
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class AGKFogOfWarTeam : public AInfo#
Team Fog information, this needs to be an actor for replication purposes. It is only replicated to teammates
Public Functions
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AGKFogOfWarTeam()#
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bool IsNetRelevantFor(const AActor *RealViewer, const AActor *ViewTarget, const FVector &SrcLocation) const override#
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void GetLifetimeReplicatedProps(TArray<FLifetimeProperty> &OutLifetimeProps) const override#
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inline void *GetBuffer()#
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inline class UTexture *GetExploration()#
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inline class UTexture *GetVision()#
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inline class UTexture *GetUpscaledVision()#
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inline TArray<class UGKFogOfWarComponent*> GetAllVisibleUnits() const#
Public Members
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void *Buffer#
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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.
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AGKFogOfWarTeam *AllyFogOfWar#
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class UTexture *Exploration#
Exploration Texture.
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class UTexture *Vision#
Vision Texture.
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class UTexture *UpScaledVision#
Upscaled TExture.
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bool bDiscrete#
Using discrete algorithm.
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FName Name#
Team Name.
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FGenericTeamId TeamId#
TeamId.
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TArray<class UGKFogOfWarComponent*> Friendlies#
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TArray<class UGKFogOfWarComponent*> Units#
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TArray<class UGKFogOfWarComponent*> Blocking#
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FCriticalSection DrawLock#
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class AGKFogOfWarVolume *Volume#
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AGKFogOfWarTeam()#