UGKRayCasting_Triangle#

Inheritance Relationships#

Base Type#

Derived Type#

Class Documentation#

class UGKRayCasting_Triangle : public UGKRayCasting_Line#

Subclassed by UGKRayCasting_Less

Public Functions

UGKRayCasting_Triangle()#

Public Members

class UMaterialInterface *TrianglesMaterial#

Material used to draw unobstructed vision with Triangles.

Protected Functions

void GenerateTriangles(UGKFogOfWarComponent *c)#
void DrawTriangles(UGKFogOfWarComponent *c)#
virtual void DrawObstructedLineOfSight(class AGKFogOfWarTeam *FactionFog, UGKFogOfWarComponent *c) override#

Generates Triangles of vision per actor and draw them Drawing triangles is more expensive than simple lines, you should lower the number of trace done by each actors Even with a low trace count the field of view will still render as a circle thanks to its material

Protected Attributes

TArray<FCanvasUVTri> Triangles#