Class: UFOW_DrawerComponent

class FOGOFWAR_API UFOW_DrawerComponent
    : public UActorComponent;

Reflection-enabled

Specifiers:

  • Abstract
  • Blueprintable

The drawer component compute fog modification, however it doesn't apply it.
They are small chunk of fog aligned to the world grid, they can be seen as canvas.
Their update are the slowest because of the collision querying and the geometry rasterization.
By default they are mean to be added to each actor modifying the fog however the memory allocation and merging can become very time consuming.
If your game needs higher performance take a look at IFOW_CollisionEntity_Interface which will request the creation of a UFOW_Drawer_Shared to the system.

It is possible to :

  • Create custom drawer by inheriting from this class and by overriding GenerateDrawerGeometry to inject your custom geometry
  • Change the rasterization process by creating a new UFOW_Rasterizer and by changing the default class used in the UFOW_LayerSetting
  • Change the collision querying by creating a new UFOW_CollisionHandler and by changing the default class used in the AFOW_Handler

Contained by : AFOW_Handler


Properties

  • OnlyRegisterValideTeam

    protected:
    bool OnlyRegisterValideTeam;
    

    Reflection-enabled

    Specifiers:

    • BlueprintReadWrite
    • EditAnywhere
    • Category = Settings

    If disabled, all drawer will be registered in the FOWHandler, it might slighly increase UpdateDrawerLayer parsing time But it will remove every network synchronisation issues if the client team change


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