UE4 has deferred lightning, as i know, so, i think it makes possible to realize my idea, if light can be rendered with mask, but i do not know yet UE4 provides any render interfaces for that. Supported minimap types Minimaps come in many shapes and sizes, so let me first reassure you that most likely the minimap you have in mind is supported by this plugin. My implementation holds only 30 fps at 0.25second update rate on restricted area, and what i see in dota performance wise is like..way way better. The fog-of-war element is usually based on proximity. It works good but i'm having some serious problems with performance. In addition to simply displaying or hiding actors in sight, in allows for a clear display of players range of vision. Fog of War uses blueprints and post-process materials to create an effect known commonly in video games as a fog of war. How would i go about creating a "Fog of War" type system for a top down game, similar to CIV V. 0 So I'm Developing a top down multiplayer twin stick shooter entirely in blueprints right now, and i want a system similar to Civ V's fog of war Hey everyone, I would like to present a minimap and fog of war code plugin that I have been working steadily on for some time. Main features Three types of layers: current visibility, global visibility (permanent from black), terrain Right now the code is nearly identical to that of the thread, except for some minor changes to get it running on UE 4.19 and turning it into a plugin. It just released on the Marketplace. It's fast enough even to work on mid-end mobile devices, so it works like a charm on desktop. ; Add the below line to your Project.Build.cs ( inside your C++ solution explorer ) It is based on the Fog of War Tutorial by Isvulfe on the Unreal Engine forums.. Both types of fog are projected onto the ground using a PostProcess material. Classic tile-based Fog of War system combining a dark fog representing undiscovered area and a bright fog representing currently hidden area. FogOfWar. The full system is entirely implemented in Blueprints. I am working on a side scrolling game and I need to have an interactive fog of war type mask that is positioned in world space and is applied on all materials in the game. To use this fog of war in your game, follow these step: Copy this fog of war material FowMat.uasset to your project asset folder “Content/Fow/”. So just use the distance between actor and player (there is a BP distance node perfect for that). This is the fog of war implementation for my programming game Jump, Step, Step which is available on Steam and Xbox One now. Ive looked into using a TargetTextureRender2D, but I don't know how to make it render only specific elements that i want to use as a mask. 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