Because not all units are able to see what's behind the obstacles, we're adding the line of sight mechanic to our spell system.
Free Assets ► https://www.patreon.com/posts/free-as...
────────────────────────────────────────────────────
Marketplace page ► https://www.unrealengine.com/marketpl...
────────────────────────────────────────────────────
Poll Tactical ► https://forms.gle/GzB6Bm5Vy1bgcWCR9
────────────────────────────────────────────────────
French Channel ► https://www.youtube.com/AlexQuevillon...
English Channel ► https://www.youtube.com/AlexQuevillon...
────────────────────────────────────────────────────
Discord ► / discord
Patreon (Project Files) ► / alexquevillon
YouTube Members ► / @alexquevillonen
────────────────────────────────────────────────────
Unreal Engine Version ► 4.25
4.22 to 4.27 also work without any changes
5.0 and 5.1 not recommended, but work with minor differences
────────────────────────────────────────────────────
0:00 Intro
0:16 New variable - S_SpellData_Cast, DT_DataTable & Button_Action_ShowSpellRangePattern
2:11 Function for the line of sight - BP_CombatSystem
5:20 Filter out indexes we can't see - BP_CombatSystem
8:58 Add collision on obstacles - BP_GridModifier
11:01 Add collision on grid - BP_GridMeshInst & Assets
13:17 Add collision on units - BP_Unit
17:09 Rotate the collisions - BP_Unit & BP_CombatSystem
22:58 Hide collisions in game - BP_Unit
23:25 Polish the line trace - BP_CombatSystem
29:05 Add more debug options - BP_SpellData_Cast, DT_SpellData, BP_CombatSystem & Button_Action_ShowSpellRangePattern
36:59 Fix last little bug - BP_CombatSystem
38:59 Outro
39:09 Patreon Wall!
#UnrealEngine #UE4 #UE4Tutorial #Unreal
Tactical Combat 37 - Line Of Sight - Unreal Engine Tutorial Turn Based