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Vision Occluders

By default a lit circle is a clean radius: the player sees everything around them out to the visibility radius. Vision occluders break that up. Add one to a wall, rock, or building and it casts a vision-blocking shadow, so the area behind it stays in fog even when it is inside the radius.

This is what makes peeking around corners and ambushes work: an enemy hiding behind a wall is not revealed until the player can actually see past it.

Static meshes casting vision-blocking shadows across the fog

  1. Add a BP_Vision_Occluder component (a Blueprint subclass of UVisionOccluderComponent) to the actor that should block sight, for example a wall blueprint or a static-mesh actor.

    Adding the BP_Vision_Occluder component to an actor

  2. Make sure the occluder mesh has collision. The shadow is built from the geometry that blocks the line of sight; no collision means nothing to block.

  3. Place the occluder so it sits flat on the ground. Occluders cast their shadow from ground level, so a mesh floating above the floor leaves a gap that light leaks through, and one sunk into the floor can cause shadow artifacts.

    A vision occluder placed flat on the ground

Occluders depend on a rendering feature that is off by default:

Occluder actors carry the tag VISION_OCCLUDER. This is the contract the rest of the system uses to tell occluders apart from ordinary geometry: the Fog Manager’s Get All Non Occluding Actors returns everything without that tag, so the shadow and baking pipeline knows which actors should not block vision. The BP_Vision_Occluder setup applies the tag for you; leave it in place.