UGKRayCasting_Triangle#
Defined in File GK_FoW_RayCasting_V2.h
Inheritance Relationships#
Base Type#
public UGKRayCasting_Line
(Class UGKRayCasting_Line)
Derived Type#
public UGKRayCasting_Less
(Class UGKRayCasting_Less)
Class Documentation#
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class UGKRayCasting_Triangle : public UGKRayCasting_Line#
Subclassed by UGKRayCasting_Less
Public Functions
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UGKRayCasting_Triangle()#
Public Members
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class UMaterialInterface *TrianglesMaterial#
Material used to draw unobstructed vision with Triangles.
Protected Functions
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void GenerateTriangles(UGKFogOfWarComponent *c)#
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void DrawTriangles(UGKFogOfWarComponent *c)#
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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
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TArray<FCanvasUVTri> Triangles#
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UGKRayCasting_Triangle()#