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 theUFOW_LayerSetting
- Change the collision querying by creating a new
UFOW_CollisionHandler
and by changing the default class used in theAFOW_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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