UGKFogOfWarStrategy#

Inheritance Relationships#

Base Type#

  • public UObject

Derived Types#

Class Documentation#

class UGKFogOfWarStrategy : public UObject#

Subclassed by UGKRayCasting_Line, UGKShadowCasting

Public Functions

UGKFogOfWarStrategy()#
inline virtual bool SupportVisbilityQuery() const#

return true when IsVisible is implemented

inline bool IsVisible(FGenericTeamId SeerTeam, AActor const *Target) const#

return true if the Seer team sees the target actor

inline virtual bool IsVisible(FGenericTeamId SeerTeam, FVector Loc) const#

return true if the Seer team sees the target actor

virtual void Initialize(class AGKFogOfWarVolume *Volume)#

Initialize the strategy internal data given its fog volume.

inline virtual void SetupActor(class UGKFogOfWarComponent *Component)#

Give the opportunity to the strategy to tweak the actor before play begin.

inline virtual bool SupportsParallelExecution()#
inline virtual void Stop()#

Stop fog of war drawing.

inline virtual void PreFactionFogDraw()#
virtual void DrawFactionFogDebug(class AGKFogOfWarTeam *FactionFog)#
virtual void DrawFactionFog(class AGKFogOfWarTeam *FactionFog)#

Draw the fog of war for each factions.

inline virtual void PostFactionFogDraw(class AGKFogOfWarTeam *FactionFog)#
inline virtual void DrawLineOfSight(class AGKFogOfWarTeam *FactionFog, class UGKFogOfWarComponent *c)#

Draw the line of sight using the right method.

void DebugDrawComponent(class UGKFogOfWarComponent *c)#

Draw debug information related to the fog of war component.

void DebugDrawPoint(FVector Center, FLinearColor Color = FLinearColor::White, float Radius = 26.f)#
inline virtual MatrixByte const *GetFactionTextureCPU(FName name) const#

Return the CPU buffer used to draw the fog of war.

inline virtual class UTexture *GetFactionTexture(FName name, bool CreateRenderTarget = true)#

Retrieve the Texture used to draw the fog of war for a given faction.

inline virtual class UTexture *GetPreviousFrameFactionTexture(FName name, bool CreateRenderTarget = true)#

Retrieve the Texture used to draw the fog of war for a given faction.

inline void OnNewFaction(FName Name)#

Called when a new faction is added.

void AddVisibleActor(class AGKFogOfWarTeam *FactionFog, class UGKFogOfWarComponent *SourceComp, class AActor *Actor)#

Check if actor has a FogOfWar component, is so trigger the OnSighted event.

void AddVisibleComponent(class AGKFogOfWarTeam *FactionFog, class UGKFogOfWarComponent *SourceComp, class UGKFogOfWarComponent *SightedComp)#
inline virtual UTexture2D *RetrieveBlockingTexture(UTexture2D *DestTexture = nullptr)#
inline bool IsInitialized() const#

Protected Attributes

class AGKFogOfWarVolume *FogOfWarVolume#
bool bInitialized#