AFogOfWarManager(constFObjectInitializer &FOI);virtual~AFogOfWarManager();virtualvoidBeginPlay()override;virtualvoidTick(floatDeltaSeconds)override;public://Triggers a update in the blueprintUFUNCTION(BlueprintNativeEvent)voidOnFowTextureUpdated(UTexture2D* currentTexture, UTexture2D*lastTexture);//Regi...
#pragma once #include "GameFramework/Actor.h" #include "FogOfWarWorker.h" #include "FogOfWarManager.generated.h" /** * */ UCLASS() class RPGTEST_API AFogOfWarManager : public AActor { GENERATED_BODY() AFogOfWarManager(const FObjectInitializer & FOI); virtual ~AFogOfWarManager(); v...
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To avoid popping when the Fog Of War-texture is updated, we save the texture from the last update and blend between the former result and the new one in the post-process material. Detailed inner workings: Observe resulting header code-ciphers named FogOfWarManager.h: ...