FCBP_FogOfWar

World-level fog of war settings (the fog system itself). Passed with .fogOfWar(...) on the world. Not to be confused with FCBP_FogOfWarRevealer (per-entity reveal).

Setters

Setter Effect
renderTargetSizePixel(int) Square resolution of the fog render target (used for both width and height, and fed to the fog material as cdryxFogOfWarRTResolution). If <= 0, forced to 10 with a warning. Default 1024.
withBlur(bool) Sets the fog material scalar cdryxFogOfWarEnableBlur (1 or 0): blurs the fog edges. Default false.
blurSize(float) Fog material scalar cdryxFogOfWarBlurSize: blur kernel size (effective only when blur is on). Default 7.
blurForce(float) Fog material scalar cdryxFogOfWarBlurForce: blur strength (effective only when blur is on). Default 15.
lineOfSightIntensityPercentage(float) Divided by 100, fed to the fog material scalar cdryxFogOfWarLineOfSightIntensity: opacity/clarity of the currently-visible area. 100 = ratio 1.0. Default 100.
revealedAreaIntensityPercentage(float) Divided by 100, fed to the fog material scalar cdryxFogOfWarRevealAreaIntensity: clarity of the already-explored-but-not-visible area. 2.5 = ratio 0.025. Default 2.5.
postProcessMaterialForReavealArea(UMaterialInterface*) Post-process material used to render the revealed area.

Example

FCBP_FogOfWar fog = FCBP_FogOfWar()
    .renderTargetSizePixel(1024)
    .withBlur(true)
    .blurSize(7.0f)
    .blurForce(15.0f)
    .lineOfSightIntensityPercentage(100.0f)
    .revealedAreaIntensityPercentage(2.5f)
    .postProcessMaterialForReavealArea(retrieveAsset<UMaterialInterface>("FOG_PP"));