Radial Scan FX is a highly customizable scanning ring shader, prepped and ready for easy integration into your game.
Radial Scan FX is a highly customizable scanning ring shader, prepped and ready for easy integration into your game. With a few tweaks, you can create an entire game mechanic using just the shader.
The scan effect is projected onto the world using deferred decals, meaning you can layer many Radial Scans on top of each other at once without impacting performance.
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Much like a particle effect, you can attach the BP_RadialScanComponent to any actor and fire the Spawn Radial Scan Effect function to begin the scan. Alternatively, you can drop in a BP_RadialScanActor and fire the Begin Radial Scan function. Be aware that the actor will die upon completion.
To customize the way it spawns, moves and dies: Adjust the settings on the scan component
To customize the look of the scan effect: Adjust the material instance settings. The best way to learn the material is to drag the material instance into the level, this will create a decal. Scale it up to cover a large area, then adjust the Distance parameter to preview the scan effect at different distances. Change the parameters to see what they do. You can think of each "Layer" as a separate ring with it's own settings, one layer could show the edge of the effect, while another layer creates the highlighted object effect.
Make sure that Receives Decals is enabled on every mesh you want the effect to cast on.
Find the character pawn in the level, inside it's components list you'll find the BP_RadialScanComponent, click on that and swap out the material used, feel free to play around with the other settings to get an understanding of them.
Make sure to set custom depth stencil settings to Enabled with Stencil, make sure the mesh you want highlighted has custom depth enabled in rendering settings and it's stencil value matches the stencil value in the radial scan material instance. Remember, not all radial scans examples use the highlight effect, only examples 2 and 3.
Forward Rendering is now supported for 4.26+
Number of Maps: 1
Number of Textures: 25
Number of Materials: 20
Number of Material Functions: 13
Number of Blueprints: 4
Number of Meshes: 7
Supported Platforms: Desktop, VR