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File multimediali per l'articolo Advanced Field Of Vision: 1

Descrizione

Preview video Update 2.1

Preview video Old version (see version history in documentation)

Discord Server and support

Trello roadmap

Demo

Advanced Field of Vision is a component based using scene capture and material. This gives a more accurate display of the visibility range of your NPCs. The product is designed in such a way that you can have several AFOVs enabled at the same time. And the component has an optimization that gives a very good performance (it's still lower for performance as opposed to procedural mesh and tracing)

Features:

  • a lots settings
  • 2 modes for your needs (360 and 120 degrees)
  • Optimization - is based on a change in the position of the component's owner.
  • Extra blueprints
  • This is not a procedural mesh - Unlike the procedural grid and traces, it allows you to designate places where the player can be hidden, provided that he is crouched or hidden
  • Allows for more accurate drawing AFOV
  • Ability to cut out objects for which you do not need to draw AFOV (Example: High Walls, Rock etc...)
  • Ability to check an area for NPC visibility
  • The ability for the player to hide in the bushes - AFOV does not see through the bushes and who is in them, provided that the character is sitting in them and can be replaced with any other type (for example: smoke shield)
  • Can be integrated into any Actor
  • Dynamic change in the FoV - the transition from one state to another is smooth.
  • FoV area coloring - you can assign colors directly in the component and have different colors for each NPC. 
  • Dispatcher for easy integration into your project.
  • Simple perception logic in the component - this will help you understand how the functions in the component work and use them to write your own perception.
  • Working with post-processing and Full 3D support - setting in Instance material.

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