{"id":290347,"date":"2018-10-04T22:30:08","date_gmt":"2018-10-04T18:30:08","guid":{"rendered":"http:\/\/savepearlharbor.com\/?p=290347"},"modified":"-0001-11-30T00:00:00","modified_gmt":"-0001-11-29T21:00:00","slug":"","status":"publish","type":"post","link":"https:\/\/savepearlharbor.com\/?p=290347","title":{"rendered":"FadeObjects \u2014 \u0421\u043a\u0440\u044b\u0432\u0430\u0435\u043c \u043e\u0431\u044a\u0435\u043a\u0442\u044b \u043c\u0435\u0436\u0434\u0443 \u043a\u0430\u043c\u0435\u0440\u043e\u0439 \u0438 \u043f\u0435\u0440\u0441\u043e\u043d\u0430\u0436\u0435\u043c"},"content":{"rendered":"\n<div class=\"post__text post__text-html js-mediator-article\"><img decoding=\"async\" src=\"https:\/\/i0.wp.com\/i.imgur.com\/E2NGjws.png?resize=1140%2C600\" alt=\"image\"\/><\/p>\n<p>  \u041a\u0430\u043a-\u0442\u043e \u0440\u0430\u0437, \u043f\u043e\u0442\u0440\u0435\u0431\u043e\u0432\u0430\u043b\u043e\u0441\u044c \u043d\u0430\u043f\u0438\u0441\u0430\u0442\u044c \u043c\u043e\u0434\u0443\u043b\u044c \u0434\u043b\u044f \u0441\u043a\u0440\u044b\u0442\u0438\u044f \u043e\u0431\u044a\u0435\u043a\u0442\u043e\u0432 \u043c\u0435\u0436\u0434\u0443 \u043a\u0430\u043c\u0435\u0440\u043e\u0439 \u0438 \u043f\u0435\u0440\u0441\u043e\u043d\u0430\u0436\u0435\u043c, \u043b\u0438\u0431\u043e \u043c\u0435\u0436\u0434\u0443 \u043d\u0435\u0441\u043a\u043e\u043b\u044c\u043a\u0438\u043c\u0438 \u043f\u0435\u0440\u0441\u043e\u043d\u0430\u0436\u0430\u043c\u0438 \u0434\u043b\u044f RTS \u0438\u0433\u0440\u044b. \u0425\u043e\u0447\u0443 \u043f\u043e\u0434\u0435\u043b\u0438\u0442\u044c\u0441\u044f \u0434\u043b\u044f \u0442\u0435\u0445, \u043a\u0442\u043e \u043d\u0430\u0447\u0430\u043b \u0441\u0432\u043e\u0439 \u043f\u0443\u0442\u044c \u0432 Unreal Engine. \u0414\u0430\u043d\u043d\u044b\u0439 \u0442\u0443\u0442\u043e\u0440\u0438\u0430\u043b, \u0435\u0441\u043b\u0438 \u0435\u0433\u043e \u043c\u043e\u0436\u043d\u043e \u0442\u0430\u043a \u043d\u0430\u0437\u0432\u0430\u0442\u044c, \u0431\u0443\u0434\u0435\u0442 \u0441 \u0438\u0441\u043f\u043e\u043b\u044c\u0437\u043e\u0432\u0430\u043d\u0438\u0435\u043c \u0421++, \u043d\u043e \u0432 \u043f\u0440\u0438\u043b\u0430\u0433\u0430\u0435\u043c\u043e\u043c \u043f\u0440\u043e\u0435\u043a\u0442\u0435 \u043d\u0430 github \u0431\u0443\u0434\u0435\u0442 \u0432\u0430\u0440\u0438\u0430\u043d\u0442 \u0438 \u043d\u0430 Blueprint, \u0444\u0443\u043d\u043a\u0446\u0438\u043e\u043d\u0430\u043b \u043e\u0431\u043e\u0438\u0445 \u0438\u0434\u0435\u043d\u0442\u0438\u0447\u0435\u043d. <\/p>\n<div class=\"spoiler\"><b class=\"spoiler_title\">\u0412\u0438\u0434\u0435\u043e \u043f\u0440\u0438\u043c\u0435\u0440<\/b><\/p>\n<div class=\"spoiler_text\">\n<div class=\"oembed\">\n<div>\n<div style=\"left: 0; width: 100%; height: 0; position: relative; padding-bottom: 56.2493%;\"><iframe src=\"https:\/\/www.youtube.com\/embed\/COodvTeEfSM?rel=0&amp;showinfo=1&amp;hl=en-US\" style=\"border: 0; top: 0; left: 0; width: 100%; height: 100%; position: absolute;\" allowfullscreen scrolling=\"no\"><\/iframe><\/div>\n<\/div>\n<\/div>\n<p>  <\/div>\n<\/div>\n<p>  \u0418 \u0442\u0430\u043a, \u043f\u043e\u0435\u0445\u0430\u043b\u0438. \u0420\u0430\u0437\u043e\u0431\u044c\u0435\u043c \u043d\u0430\u0448\u0443 \u0437\u0430\u0434\u0430\u0447\u0443 \u043d\u0430 \u043d\u0435\u0441\u043a\u043e\u043b\u044c\u043a\u043e \u043c\u0435\u043b\u043a\u0438\u0445:<\/p>\n<ol>\n<li>\u041f\u043e\u043b\u0443\u0447\u0438\u0442\u044c \u043e\u0431\u044a\u0435\u043a\u0442\u044b \u043c\u0435\u0436\u0434\u0443 \u043a\u0430\u043c\u0435\u0440\u043e\u0439 \u0438 \u043f\u0435\u0440\u0441\u043e\u043d\u0430\u0436\u0435\u043c.<\/li>\n<li>\u0418\u0437\u043c\u0435\u043d\u0438\u0442\u044c \u043c\u0430\u0442\u0435\u0440\u0438\u0430\u043b \u044d\u0442\u0438\u0445 \u043e\u0431\u044a\u0435\u043a\u0442\u043e\u0432 \u043d\u0430 \u043d\u0443\u0436\u043d\u044b\u0439.<\/li>\n<li>\u0418\u0437\u043c\u0435\u043d\u0438\u0442\u044c \u043c\u0430\u0442\u0435\u0440\u0438\u0430\u043b \u043e\u0431\u0440\u0430\u0442\u043d\u043e \u043d\u0430 \u0442\u043e\u0442 \u0447\u0442\u043e \u0431\u044b\u043b, \u0435\u0441\u043b\u0438 \u043e\u0431\u044a\u0435\u043a\u0442 \u043d\u0435 \u043c\u0435\u0448\u0430\u0435\u0442 \u043e\u0431\u0437\u043e\u0440\u0443 \u043d\u0430\u0448\u0435\u0433\u043e \u043f\u0435\u0440\u0441\u043e\u043d\u0430\u0436\u0430.<\/li>\n<\/ol>\n<p>  \u041d\u0430\u043c \u043f\u043e\u0442\u0440\u0435\u0431\u0443\u044e\u0442\u0441\u044f 2 \u0442\u0430\u0439\u043c\u0435\u0440\u0430, \u043e\u0434\u0438\u043d \u0434\u043e\u0431\u0430\u0432\u043b\u044f\u0435\u0442 \u043e\u0431\u044a\u0435\u043a\u0442\u044b \u0432 \u043c\u0430\u0441\u0441\u0438\u0432 \u0434\u043b\u044f \u0440\u0430\u0431\u043e\u0442\u044b \u0441 \u043d\u0438\u043c\u0438, \u0438 \u0432\u0442\u043e\u0440\u043e\u0439 \u0434\u043b\u044f \u0438\u0437\u043c\u0435\u043d\u0435\u043d\u0438\u044f \u0441\u0430\u043c\u043e\u0433\u043e \u043e\u0431\u044a\u0435\u043a\u0442\u0430, \u0432 \u0434\u0430\u043d\u043d\u043e\u043c \u0441\u043b\u0443\u0447\u0430\u0435 \u044f \u043c\u0435\u043d\u044f\u044e \u043c\u0430\u0442\u0435\u0440\u0438\u0430\u043b \u0441 \u043e\u0431\u044b\u0447\u043d\u043e\u0433\u043e \u043d\u0430 \u0441\u043b\u0435\u0433\u043a\u0430 \u043f\u0440\u043e\u0437\u0440\u0430\u0447\u043d\u044b\u0439. \u042d\u0442\u043e\u0442 \u043c\u0430\u0442\u0435\u0440\u0438\u0430\u043b \u0412\u044b \u043c\u043e\u0436\u0435\u0442\u0435 \u0437\u0430\u043c\u0435\u043d\u0438\u0442\u044c \u043d\u0430 \u043b\u044e\u0431\u043e\u0439 \u043f\u043e\u0434\u0445\u043e\u0434\u044f\u0449\u0438\u0439 \u0434\u043b\u044f \u0432\u0430\u0441.<br \/>  <a name=\"habracut\"><\/a><br \/>  SFadeObjectsComponent.h<\/p>\n<pre><code class=\"cpp\">FTimerHandle timerHandle_ObjectComputeTimer;  FTimerHandle timerHandle_AddObjectsTimer;<\/code><\/pre>\n<p>  \u041a\u0430\u043a \u0442\u043e\u043b\u044c\u043a\u043e \u043e\u0431\u044a\u0435\u043a\u0442 \u043e\u043a\u0430\u0437\u0430\u043b\u0441\u044f \u0432 \u043c\u0430\u0441\u0441\u0438\u0432\u0435, \u0434\u043b\u044f \u0434\u0430\u043b\u044c\u043d\u0435\u0439\u0448\u0435\u0439 \u0440\u0430\u0431\u043e\u0442\u044b \u043d\u0430\u043c \u043d\u0443\u0436\u043d\u043e \u0437\u0430\u043f\u043e\u043c\u0438\u043d\u0430\u0442\u044c \u043d\u0435\u043a\u043e\u0442\u043e\u0440\u044b\u0435 \u0435\u0433\u043e \u0441\u0432\u043e\u0439\u0441\u0442\u0432\u0430, \u043d\u0430\u043f\u0440\u0438\u043c\u0435\u0440, \u043a\u0430\u043a\u043e\u0439 \u043c\u0430\u0442\u0435\u0440\u0438\u0430\u043b \u0443 \u043d\u0435\u0433\u043e \u0431\u044b\u043b \u0434\u043e \u0442\u043e\u0433\u043e \u043a\u0430\u043a \u043c\u044b \u0435\u0433\u043e \u0438\u0437\u043c\u0435\u043d\u0438\u043b\u0438, \u0432\u0435\u0434\u044c \u043d\u0430\u043c \u043f\u0440\u0438\u0434\u0435\u0442\u0441\u044f \u043c\u0435\u043d\u044f\u0442\u044c \u0435\u0433\u043e \u043e\u0431\u0440\u0430\u0442\u043d\u043e. \u0422\u0430\u043a\u0436\u0435, \u0432 \u043d\u0430\u0448\u0435\u043c \u0441\u043b\u0443\u0447\u0430\u0435 \u043c\u044b \u0441\u043a\u0440\u044b\u0432\u0430\u0435\u043c, \u0430 \u043a\u043e\u0433\u0434\u0430 \u043d\u0435\u043e\u0431\u0445\u043e\u0434\u0438\u043c\u043e \u0432\u043e\u0437\u0432\u0440\u0430\u0449\u0430\u0435\u043c \u0438\u0437\u043d\u0430\u0447\u0430\u043b\u044c\u043d\u043e\u0435 \u0441\u043e\u0441\u0442\u043e\u044f\u043d\u0438\u0435 \u043e\u0431\u044a\u0435\u043a\u0442\u0430 \u043f\u043e\u0441\u0442\u0435\u043f\u0435\u043d\u043d\u043e, \u043f\u043e\u044d\u0442\u043e\u043c\u0443 \u043f\u043e\u0442\u0440\u0435\u0431\u0443\u0435\u0442\u0441\u044f \u043f\u043e\u043c\u043d\u0438\u0442\u044c \u0435\u0433\u043e \u0442\u0435\u043a\u0443\u0449\u0435\u0435 \u0441\u043e\u0441\u0442\u043e\u044f\u043d\u0438\u0435. <\/p>\n<div class=\"spoiler\"><b class=\"spoiler_title\">\u0414\u043b\u044f \u044d\u0442\u043e\u0433\u043e \u043c\u044b \u0441\u043e\u0437\u0434\u0430\u0434\u0438\u043c \u0441\u0442\u0440\u0443\u043a\u0442\u0443\u0440\u0443:<\/b><\/p>\n<div class=\"spoiler_text\">\n<pre><code class=\"cpp\">USTRUCT() struct FFadeObjStruct { \tGENERATED_USTRUCT_BODY()   \tUPROPERTY() \tUPrimitiveComponent* primitiveComp;   \tUPROPERTY() \tTArray&lt;UMaterialInterface*&gt; baseMatInterface;   \tUPROPERTY() \tTArray&lt;UMaterialInstanceDynamic*&gt; fadeMID;   \tUPROPERTY() \tfloat fadeCurrent;   \tUPROPERTY() \tbool bToHide;   \tvoid NewElement(UPrimitiveComponent* newComponent, TArray&lt;UMaterialInterface*&gt; newBaseMat, &lt;UMaterialInstanceDynamic*&gt; newMID, float currentFade, bool bHide) \t{     \tprimitiveComp = newComponent;     \tbaseMatInterface = newBaseMat;     \tfadeMID = newMID;     \tfadeCurrent = currentFade;     \tbToHide = bHide; \t}   \tvoid SetHideOnly(bool hide) \t{     \tbToHide = hide; \t}   \tvoid SetFadeAndHide(float newFade, bool newHide) \t{     \tfadeCurrent = newFade;     \tbToHide = newHide; \t}   \t\/\/For Destroy \tvoid Destroy() \t{     \tprimitiveComp = nullptr; \t}   \t\/\/Constructor \tFFadeObjStruct() \t{     \tprimitiveComp = nullptr;     \tfadeCurrent = 0;     \tbToHide = true; \t} }; <\/code><\/pre>\n<p>  <\/div>\n<\/div>\n<p>  \u0415\u0449\u0435 \u043d\u0430\u043c \u043f\u043e\u0442\u0440\u0435\u0431\u0443\u044e\u0442\u0441\u044f \u043d\u0435\u043a\u043e\u0442\u043e\u0440\u044b\u0435 \u043d\u0430\u0441\u0442\u0440\u043e\u0439\u043a\u0438 \u0434\u043e\u0441\u0442\u0443\u043f\u043d\u044b\u0435 \u0438\u0437 Blueprint \u0434\u043b\u044f \u0433\u0438\u0431\u043a\u043e\u0439 \u0440\u0430\u0431\u043e\u0442\u044b \u043d\u0430\u0448\u0435\u0433\u043e \u043a\u043e\u043c\u043f\u043e\u043d\u0435\u043d\u0442\u0430. \u0422\u0430\u043a\u0438\u0435, \u043a\u0430\u043a \u0442\u0438\u043f \u043a\u043e\u043b\u043b\u0438\u0437\u0438\u0438 \u0434\u043b\u044f \u0438\u0434\u0435\u043d\u0442\u0438\u0444\u0438\u043a\u0430\u0446\u0438\u0438 \u043e\u0431\u044a\u0435\u043a\u0442\u043e\u0432, \u0440\u0430\u0437\u043c\u0435\u0440 \u043a\u0430\u043f\u0441\u0443\u043b\u044b (\u0441\u0430\u043c\u043e\u0433\u043e \u043b\u0443\u0447\u0430) \u043e\u0442 \u043f\u0435\u0440\u0441\u043e\u043d\u0430\u0436\u0430 \u0434\u043e \u043a\u0430\u043c\u0435\u0440\u044b, \u0447\u0435\u043c \u0431\u043e\u043b\u044c\u0448\u0435 \u0440\u0430\u0437\u043c\u0435\u0440, \u0442\u0435\u043c \u0431\u043e\u043b\u044c\u0448\u0435 \u043e\u0431\u044a\u0435\u043a\u0442\u043e\u0432 \u0432\u043e\u043a\u0440\u0443\u0433 \u043f\u0435\u0440\u0441\u043e\u043d\u0430\u0436\u0430 \u0431\u0443\u0434\u0435\u0442 \u0437\u0430\u0445\u0432\u0430\u0447\u0435\u043d\u043e.<\/p>\n<pre><code class=\"cpp\">\/\/ Check trace block by this \tUPROPERTY(EditAnywhere, Category = &quot;Fade Objects&quot;) \tTArray&lt;TEnumAsByte&lt;ECollisionChannel&gt;&gt; objectTypes;   \/\/ Trace object size \tUPROPERTY(EditAnywhere, Category = &quot;Fade Objects&quot;) \tfloat capsuleHalfHeight; \t\/\/ Trace object size \tUPROPERTY(EditAnywhere, Category = &quot;Fade Objects&quot;) \tfloat capsuleRadius; <\/code><\/pre>\n<p>  \u0414\u0438\u0441\u0442\u0430\u043d\u0446\u0438\u044f \u043d\u0430 \u043a\u043e\u0442\u043e\u0440\u043e\u0439 \u043e\u0431\u044a\u0435\u043a\u0442\u044b \u0431\u0443\u0434\u0443\u0442 \u0441\u043a\u0440\u044b\u0432\u0430\u0442\u044c\u0441\u044f.<\/p>\n<pre><code class=\"cpp\">UPROPERTY(EditAnywhere, Category = &quot;Fade Objects&quot;) float workDistance; <\/code><\/pre>\n<p>  \u0418 \u043a\u043e\u043d\u0435\u0447\u043d\u043e \u0436\u0435, \u0441\u0430\u043c \u043a\u043b\u0430\u0441\u0441 \u043f\u0435\u0440\u0441\u043e\u043d\u0430\u0436\u0430 \u0438\u043b\u0438 \u0434\u0440\u0443\u0433\u0438\u0445 \u0430\u043a\u0442\u0435\u0440\u043e\u0432 \u0432 \u0441\u0446\u0435\u043d\u0435.<\/p>\n<pre><code class=\"cpp\">UPROPERTY(EditAnywhere, Category = &quot;Fade Objects&quot;) UClass* playerClass; <\/code><\/pre>\n<p>  \u041d\u0435 \u0431\u0443\u0434\u0435\u043c \u0440\u0430\u0437\u0431\u0438\u0440\u0430\u0442\u044c \u0432\u0441\u0435 \u0438\u0441\u043f\u043e\u043b\u044c\u0437\u0443\u0435\u043c\u044b\u0435 \u043f\u0435\u0440\u0435\u043c\u0435\u043d\u043d\u044b\u0435, \u0432\u044b \u043c\u043e\u0436\u0435\u0442\u0435 \u0441\u0430\u043c\u043e\u0441\u0442\u043e\u044f\u0442\u0435\u043b\u044c\u043d\u043e \u043e\u0437\u043d\u0430\u043a\u043e\u043c\u0438\u0442\u044c\u0441\u044f \u0441 \u0438\u0441\u0445\u043e\u0434\u043d\u0438\u043a\u0430\u043c\u0438.<\/p>\n<p>  \u041f\u0435\u0440\u0435\u0439\u0434\u0435\u043c \u043a \u0440\u0435\u0430\u043b\u0438\u0437\u0430\u0446\u0438\u0438. \u0412 BeginPlay \u0437\u0430\u043f\u0443\u0441\u0442\u0438\u043c \u043d\u0430\u0448\u0438 \u0442\u0430\u0439\u043c\u0435\u0440\u044b. \u0412\u043c\u0435\u0441\u0442\u043e \u0442\u0430\u0439\u043c\u0435\u0440\u043e\u0432 \u043c\u043e\u0436\u043d\u043e, \u043a\u043e\u043d\u0435\u0447\u043d\u043e, \u0438\u0441\u043f\u043e\u043b\u044c\u0437\u043e\u0432\u0430\u0442\u044c \u0438 EventTick, \u043d\u043e \u043b\u0443\u0447\u0448\u0435 \u044d\u0442\u043e\u0433\u043e \u043d\u0435 \u0434\u0435\u043b\u0430\u0442\u044c, \u0441\u0430\u043c\u0430 \u043e\u043f\u0435\u0440\u0430\u0446\u0438\u044f \u043f\u043e \u0438\u0437\u043c\u0435\u043d\u0435\u043d\u0438\u044e \u043c\u0430\u0442\u0435\u0440\u0438\u0430\u043b\u043e\u0432, \u0435\u0441\u043b\u0438 \u043e\u0431\u044a\u0435\u043a\u0442\u043e\u0432 \u0431\u043e\u043b\u044c\u0448\u043e\u0435 \u043a\u043e\u043b\u0438\u0447\u0435\u0441\u0442\u0432\u043e \u0434\u043e\u0432\u043e\u043b\u044c\u043d\u043e \u0437\u0430\u0442\u0440\u0430\u0442\u043d\u0430\u044f \u0434\u043b\u044f CPU.<\/p>\n<p>  SFadeObjectsComponent.cpp<\/p>\n<pre><code class=\"cpp\">GetWorld()-&gt;GetTimerManager().SetTimer(timerHandle_AddObjectsTimer, this, &USFadeObjectsComponent::AddObjectsToHide, addObjectInterval, true);   GetWorld()-&gt;GetTimerManager().SetTimer(timerHandle_ObjectComputeTimer, this, &USFadeObjectsComponent::FadeObjWorker, calcFadeInterval, true);                              <\/code><\/pre>\n<p>  <\/p>\n<div class=\"spoiler\"><b class=\"spoiler_title\">\u0424\u0443\u043d\u043a\u0446\u0438\u044f \u0434\u043e\u0431\u0430\u0432\u043b\u0435\u043d\u0438\u044f \u043e\u0431\u044a\u0435\u043a\u0442\u0430 \u0432 \u043c\u0430\u0441\u0441\u0438\u0432. \u0422\u0443\u0442 \u0445\u043e\u0442\u0435\u043b\u043e\u0441\u044c \u0431\u044b \u043e\u0442\u043c\u0435\u0442\u0438\u0442\u044c, \u0447\u0442\u043e \u043e\u043d\u0430 \u0434\u043e\u0431\u0430\u0432\u043b\u044f\u0435\u0442 \u043d\u0435 \u0442\u043e\u043b\u044c\u043a\u043e \u0441\u0430\u043c\u043e\u0433\u043e \u0430\u043a\u0442\u0435\u0440\u0430 \u0432 \u0441\u0446\u0435\u043d\u0435, \u043d\u043e \u0438 \u0435\u0433\u043e \u0441\u043e\u0441\u0442\u0430\u0432\u043b\u044f\u044e\u0449\u0438\u0435 \u0438 SkeletalMesh, \u0435\u0441\u043b\u0438 \u043f\u043e\u0442\u0440\u0435\u0431\u0443\u0435\u0442\u0441\u044f.<\/b><\/p>\n<div class=\"spoiler_text\">\n<pre><code class=\"cpp\">void USFadeObjectsComponent::AddObjectsToHide() { \tUGameplayStatics::GetAllActorsOfClass(this, playerClass, characterArray);  \tfor (AActor* currentActor : characterArray) \t{ \t\tconst FVector traceStart = GEngine-&gt;GetFirstLocalPlayerController(GetWorld())-&gt;PlayerCameraManager-&gt;GetCameraLocation(); \t\tconst FVector traceEnd = currentActor-&gt;GetActorLocation(); \t\tconst FRotator traceRot = currentActor-&gt;GetActorRotation(); \t\tFVector traceLentgh = traceStart - traceEnd; \t\tconst FQuat acQuat = currentActor-&gt;GetActorQuat();  \t\tif (traceLentgh.Size() &lt; workDistance) \t\t{ \t\t\tFCollisionQueryParams traceParams(TEXT(&quot;FadeObjectsTrace&quot;), true, GetOwner());  \t\t\ttraceParams.AddIgnoredActors(actorsIgnore); \t\t\ttraceParams.bTraceAsyncScene = true; \t\t\ttraceParams.bReturnPhysicalMaterial = false; \t\t\t\/\/ Not tracing complex uses the rough collision instead making tiny objects easier to select. \t\t\ttraceParams.bTraceComplex = false;  \t\t\tTArray&lt;FHitResult&gt; hitArray; \t\t\tTArray&lt;TEnumAsByte&lt;EObjectTypeQuery&gt;&gt; traceObjectTypes;  \t\t\t\/\/ Convert ECollisionChannel to ObjectType \t\t\tfor (int i = 0; i &lt; objectTypes.Num(); ++i) \t\t\t{ \t\t\t\ttraceObjectTypes.Add(UEngineTypes::ConvertToObjectType(objectTypes[i].GetValue())); \t\t\t}  \t\t\t\/\/ Check distance between camera and player for new object to fade, and add this in array \t\t\tGetWorld()-&gt;SweepMultiByObjectType(hitArray, traceStart, traceEnd, acQuat, traceObjectTypes, \t\t\t\tFCollisionShape::MakeCapsule(capsuleRadius, capsuleHalfHeight), traceParams);  \t\t\tfor (int hA = 0; hA &lt; hitArray.Num(); ++hA) \t\t\t{ \t\t\t\tif (hitArray[hA].bBlockingHit && IsValid(hitArray[hA].GetComponent()) && !fadeObjectsHit.Contains(hitArray[hA].GetComponent())) \t\t\t\t{ \t\t\t\t\tfadeObjectsHit.AddUnique(hitArray[hA].GetComponent()); \t\t\t\t} \t\t\t} \t\t} \t}  \t\/\/ Make fade array after complete GetAllActorsOfClass loop \tfor (int fO = 0; fO &lt; fadeObjectsHit.Num(); ++fO) \t{ \t\t\/\/ If not contains this component in fadeObjectsTemp \t\tif (!fadeObjectsTemp.Contains(fadeObjectsHit[fO])) \t\t{ \t\t\tTArray&lt;UMaterialInterface*&gt; lBaseMaterials; \t\t\tTArray&lt;UMaterialInstanceDynamic*&gt; lMidMaterials;  \t\t\tlBaseMaterials.Empty(); \t\t\tlMidMaterials.Empty();  \t\t\tfadeObjectsTemp.AddUnique(fadeObjectsHit[fO]);  \t\t\t\/\/ For loop all materials ID in object \t\t\tfor (int nM = 0; nM &lt; fadeObjectsHit[fO]-&gt;GetNumMaterials(); ++nM) \t\t\t{ \t\t\t\tlMidMaterials.Add(UMaterialInstanceDynamic::Create(fadeMaterial, fadeObjectsHit[fO])); \t\t\t\tlBaseMaterials.Add(fadeObjectsHit[fO]-&gt;GetMaterial(nM));  \t\t\t\t\/\/ Set new material on object \t\t\t\tfadeObjectsHit[fO]-&gt;SetMaterial(nM, lMidMaterials.Last()); \t\t\t} \t\t\t\/\/ Create new fade object in array of objects to fade \t\t\tFFadeObjStruct newObject; \t\t\tnewObject.NewElement(fadeObjectsHit[fO], lBaseMaterials, lMidMaterials, immediatelyFade, true); \t\t\t\/\/ Add object to array \t\t\tfadeObjects.Add(newObject);  \t\t\t\/\/ Set collision on Primitive Component \t\t\tfadeObjectsHit[fO]-&gt;SetCollisionResponseToChannel(ECC_Camera, ECR_Ignore); \t\t} \t}  \t\/\/ Set hide to visible true if contains \tfor (int fOT = 0; fOT &lt; fadeObjectsTemp.Num(); ++fOT) \t{ \t\tif (!fadeObjectsHit.Contains(fadeObjectsTemp[fOT])) \t\t{ \t\t\tfadeObjects[fOT].SetHideOnly(false); \t\t} \t}  \t\/\/ Clear array \tfadeObjectsHit.Empty(); } <\/code><\/pre>\n<p>  <\/div>\n<\/div>\n<p>  <\/p>\n<div class=\"spoiler\"><b class=\"spoiler_title\">\u0424\u0443\u043d\u043a\u0446\u0438\u044f \u0434\u043b\u044f \u0440\u0430\u0431\u043e\u0442\u044b \u0441 \u043e\u0431\u044a\u0435\u043a\u0442\u0430\u043c\u0438 \u043c\u0435\u043d\u044f\u044e\u0449\u0430\u044f \u043c\u0430\u0442\u0435\u0440\u0438\u0430\u043b \u0441 \u0438\u0437\u043d\u0430\u0447\u0430\u043b\u044c\u043d\u043e\u0433\u043e \u043d\u0430 \u0442\u0440\u0435\u0431\u0443\u0435\u043c\u044b\u0439 \u0438 \u043e\u0431\u0440\u0430\u0442\u043d\u043e.<\/b><\/p>\n<div class=\"spoiler_text\">\n<pre><code class=\"cpp\"> void USFadeObjectsComponent::FadeObjWorker() { \tif (fadeObjects.Num() &gt; 0) \t{     \t\/\/ For loop all fade objects     \tfor (int i = 0; i &lt; fadeObjects.Num(); ++i)     \t{         \t\/\/ Index of iteration         \tint fnID = i;           \tfloat adaptiveFade;           \tif (fnID == fadeObjects.Num())         \t{             \tadaptiveFade = nearObjectFade;         \t}         \telse         \t{             \tadaptiveFade = farObjectFade;         \t}           \t\/\/ For loop fadeMID array         \tfor (int t = 0; t &lt; fadeObjects[i].fadeMID.Num(); ++t)         \t{             \tfloat targetF;               \tconst float currentF = fadeObjects[i].fadeCurrent;               \tif (fadeObjects[i].bToHide)             \t{                 \ttargetF = adaptiveFade;             \t}             \telse             \t{                 \ttargetF = 1.0f;             \t}               \tconst float newFade = FMath::FInterpConstantTo(currentF, targetF, GetWorld()-&gt;GetDeltaSeconds(), fadeRate);               \tfadeObjects[i].fadeMID[t]-&gt;SetScalarParameterValue(&quot;Fade&quot;, newFade);               \tcurrentFade = newFade;               \tfadeObjects[i].SetFadeAndHide(newFade, fadeObjects[i].bToHide);         \t}         \t\/\/ remove index in array         \tif (currentFade == 1.0f)         \t{             \tfor (int bmi = 0; bmi &lt; fadeObjects[fnID].baseMatInterface.Num(); ++bmi)             \t{                 \tfadeObjects[fnID].primitiveComp-&gt;SetMaterial(bmi, fadeObjects[fnID].baseMatInterface[bmi]);             \t}               \tfadeObjects[fnID].primitiveComp-&gt;SetCollisionResponseToChannel(ECC_Camera, ECR_Block);             \tfadeObjects.RemoveAt(fnID);             \tfadeObjectsTemp.RemoveAt(fnID);         \t}     \t} \t} } <\/code><\/pre>\n<p>  <\/div>\n<\/div>\n<p>  \u0420\u0430\u0441\u0441\u043a\u0430\u0437\u044b\u0432\u0430\u0442\u044c \u0437\u0434\u0435\u0441\u044c \u043e\u0441\u043e\u0431\u043e \u043d\u0435\u0447\u0435\u0433\u043e, \u043d\u0435\u043a\u043e\u0442\u043e\u0440\u044b\u0435 \u043a\u0443\u0441\u043a\u0438 \u043a\u043e\u0434\u0430 \u0438 \u0442\u0430\u043a \u0441 \u043a\u043e\u043c\u043c\u0435\u043d\u0442\u0430\u0440\u0438\u044f\u043c\u0438. \u0412\u0438\u0434\u0435\u043e \u0432 \u043d\u0430\u0447\u0430\u043b\u0435 \u0434\u0435\u043c\u043e\u043d\u0441\u0442\u0440\u0438\u0440\u0443\u0435\u0442 \u0440\u0435\u0437\u0443\u043b\u044c\u0442\u0430\u0442. \u0425\u043e\u0447\u0443 \u0434\u043e\u0431\u0430\u0432\u0438\u0442\u044c \u0435\u0449\u0435 \u043b\u0438\u0448\u044c \u043d\u0430\u0441\u0442\u0440\u043e\u0439\u043a\u0438, \u0441 \u043a\u043e\u0442\u043e\u0440\u044b\u043c\u0438 \u0438\u043d\u0438\u0446\u0438\u0430\u043b\u0438\u0437\u0438\u0440\u0443\u0435\u0442\u0441\u044f \u043a\u043e\u043c\u043f\u043e\u043d\u0435\u043d\u0442.<\/p>\n<pre><code class=\"cpp\">PrimaryComponentTick.bCanEverTick = false;   bEnable = true;   addObjectInterval = 0.1f; calcFadeInterval = 0.05f;   fadeRate = 10.0f;   capsuleHalfHeight = 88.0f; capsuleRadius = 34.0f;   workDistance = 5000.0f; nearCameraRadius = 300.0f;   nearObjectFade = 0.3; farObjectFade = 0.1;   immediatelyFade = 0.5f;   \/\/ Add first collision type objectTypes.Add(ECC_WorldStatic); <\/code><\/pre>\n<p>  \u0412\u043e\u0437\u043c\u043e\u0436\u043d\u043e \u043a\u043e\u043c\u0443-\u0442\u043e \u0431\u0443\u0434\u0435\u0442 \u043f\u043e\u043b\u0435\u0437\u043d\u044b\u043c. \u0418\u043b\u0438 \u043a\u0442\u043e-\u0442\u043e \u0440\u0430\u0441\u0441\u043a\u0430\u0436\u0435\u0442 \u0441\u0432\u043e\u0435 \u043c\u043d\u0435\u043d\u0438\u0435 \u0432 \u043a\u043e\u043c\u043c\u0435\u043d\u0442\u0430\u0440\u0438\u044f\u0445. <\/p>\n<p>  <a href=\"https:\/\/github.com\/kopninpa\/FadeObjects\">\u0421\u0441\u044b\u043b\u043a\u0430 \u043d\u0430 \u0438\u0441\u0445\u043e\u0434\u043d\u0438\u043a\u0438 <\/a><\/div>\n<p>        <script class=\"js-mediator-script\">!function(e){function t(t,n){if(!(n in e)){for(var r,a=e.document,i=a.scripts,o=i.length;o--;)if(-1!==i[o].src.indexOf(t)){r=i[o];break}if(!r){r=a.createElement(\"script\"),r.type=\"text\/javascript\",r.async=!0,r.defer=!0,r.src=t,r.charset=\"UTF-8\";var d=function(){var e=a.getElementsByTagName(\"script\")[0];e.parentNode.insertBefore(r,e)};\"[object Opera]\"==e.opera?a.addEventListener?a.addEventListener(\"DOMContentLoaded\",d,!1):e.attachEvent(\"onload\",d):d()}}}t(\"\/\/mediator.mail.ru\/script\/2820404\/\",\"_mediator\")}(window);<\/script>     <br \/> \u0441\u0441\u044b\u043b\u043a\u0430 \u043d\u0430 \u043e\u0440\u0438\u0433\u0438\u043d\u0430\u043b \u0441\u0442\u0430\u0442\u044c\u0438 <a href=\"https:\/\/habr.com\/post\/425389\/\"> https:\/\/habr.com\/post\/425389\/<\/a><\/p>\n","protected":false},"excerpt":{"rendered":"\n<div class=\"post__text post__text-html js-mediator-article\"><img decoding=\"async\" src=\"https:\/\/i0.wp.com\/i.imgur.com\/E2NGjws.png?resize=1140%2C600\" alt=\"image\"\/><\/p>\n<p>  \u041a\u0430\u043a-\u0442\u043e \u0440\u0430\u0437, \u043f\u043e\u0442\u0440\u0435\u0431\u043e\u0432\u0430\u043b\u043e\u0441\u044c \u043d\u0430\u043f\u0438\u0441\u0430\u0442\u044c \u043c\u043e\u0434\u0443\u043b\u044c \u0434\u043b\u044f \u0441\u043a\u0440\u044b\u0442\u0438\u044f \u043e\u0431\u044a\u0435\u043a\u0442\u043e\u0432 \u043c\u0435\u0436\u0434\u0443 \u043a\u0430\u043c\u0435\u0440\u043e\u0439 \u0438 \u043f\u0435\u0440\u0441\u043e\u043d\u0430\u0436\u0435\u043c, \u043b\u0438\u0431\u043e \u043c\u0435\u0436\u0434\u0443 \u043d\u0435\u0441\u043a\u043e\u043b\u044c\u043a\u0438\u043c\u0438 \u043f\u0435\u0440\u0441\u043e\u043d\u0430\u0436\u0430\u043c\u0438 \u0434\u043b\u044f RTS \u0438\u0433\u0440\u044b. \u0425\u043e\u0447\u0443 \u043f\u043e\u0434\u0435\u043b\u0438\u0442\u044c\u0441\u044f \u0434\u043b\u044f \u0442\u0435\u0445, \u043a\u0442\u043e \u043d\u0430\u0447\u0430\u043b \u0441\u0432\u043e\u0439 \u043f\u0443\u0442\u044c \u0432 Unreal Engine. \u0414\u0430\u043d\u043d\u044b\u0439 \u0442\u0443\u0442\u043e\u0440\u0438\u0430\u043b, \u0435\u0441\u043b\u0438 \u0435\u0433\u043e \u043c\u043e\u0436\u043d\u043e \u0442\u0430\u043a \u043d\u0430\u0437\u0432\u0430\u0442\u044c, \u0431\u0443\u0434\u0435\u0442 \u0441 \u0438\u0441\u043f\u043e\u043b\u044c\u0437\u043e\u0432\u0430\u043d\u0438\u0435\u043c \u0421++, \u043d\u043e \u0432 \u043f\u0440\u0438\u043b\u0430\u0433\u0430\u0435\u043c\u043e\u043c \u043f\u0440\u043e\u0435\u043a\u0442\u0435 \u043d\u0430 github \u0431\u0443\u0434\u0435\u0442 \u0432\u0430\u0440\u0438\u0430\u043d\u0442 \u0438 \u043d\u0430 Blueprint, \u0444\u0443\u043d\u043a\u0446\u0438\u043e\u043d\u0430\u043b \u043e\u0431\u043e\u0438\u0445 \u0438\u0434\u0435\u043d\u0442\u0438\u0447\u0435\u043d. <\/p>\n<div class=\"spoiler\"><b class=\"spoiler_title\">\u0412\u0438\u0434\u0435\u043e \u043f\u0440\u0438\u043c\u0435\u0440<\/b><\/p>\n<div class=\"spoiler_text\">\n<div class=\"oembed\">\n<div>\n<div style=\"left: 0; 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