Getting Started
This walkthrough enables the two required project settings, then sets up a level from scratch: bake a floor, place the fog, add a viewer, and reveal enemies.
1. Enable the plugin and prerequisites
Section titled “1. Enable the plugin and prerequisites”Fog of War leans on two engine features that are off by default. Enable all three of these before placing anything.
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Enable FogOfWar in Edit -> Plugins, and restart the editor if prompted.
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Enable Niagara / Niagara Fluids in Edit -> Plugins. Beacons rely on it; without it, beacon vision will not work.

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Enable Custom Depth-Stencil Pass in Project Settings -> Rendering -> Postprocessing. Set it to Enabled with Stencil. Vision occluders use this pass to cast their shadows.

2. Bake a floor map
Section titled “2. Bake a floor map”The fog samples a baked black-and-white texture so light only appears on walkable ground (white) and never on out-of-bounds areas (black).
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Give your floor surfaces a mesh the baker can see. Stretched cube meshes laid over the ground work well.
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Tag every floor mesh actor with the
FLOORtag. -
Drop
BP_MapBakerinto the level, set its size and centering to cover the playable area, and press Bake.
The baker writes out a floor texture. You can leave the baker in the level to bake at runtime, or bake once and use the saved texture statically (recommended for performance). See The Map Baker for the details.
3. Place the Fog Manager
Section titled “3. Place the Fog Manager”-
Drag
BP_FogManagerinto the level. You only need one per level. -
Set its key properties to match your map:
| Property | What it does | | --- | --- | |
Is Map Centered| Tick this if your map is centered on the world origin. | |Map Size| The size of the playable area, in world units (default3000). | |Character Visibility Radius| How far the player sees, in world units (default400). | |Floor Map Texture| The texture you baked in step 2. |
The Map Size and centering here must match what you used on the Map Baker, so the lit areas line up with the floor. See The Fog Manager for the full reference.
4. Add a Tracker to the player
Section titled “4. Add a Tracker to the player”The Tracker is what reveals the area around the player and decides which enemies are visible.
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Add a
BP_Trackercomponent to your player character. -
Register the actors that should be hidden by fog by calling
Assign Enemyon the tracker (on the server). A common pattern is to tag enemies, gather them with Get All Actors With Tag, and callAssign Enemyfor each.
5. Add beacons and occluders (optional)
Section titled “5. Add beacons and occluders (optional)”- Beacons grant extra vision. Add a
BP_Beaconcomponent to an ally, watchtower, or ward and callAssign Beaconon the player’s tracker to link it. See Tracker & Beacons. - Vision occluders block sight. Add a
BP_Vision_Occludercomponent to walls or props so fog stays behind cover. Place them flat on the ground. See Vision Occluders.
6. Play it
Section titled “6. Play it”Press Play. The map starts dark, a lit circle follows the player, beacons open up more of the map, and tracked enemies stay hidden until someone has line of sight to them.