Anti-latency project in Unreal Engine
- Unreal Engine 4.25.4 (Cartoon WIP - Round2, Anti-latency 2.1.0)
- Unreal Engine 4.26.2 (Round3, Anti-latency 3.1.0)
-If WallBP gets recompiled or spray size doesn't scale by distance, Paint MID Ref will have to be recopied from WallBP in hierarchy to the VRPawn paint reference.
- WASD: Move Paint Can
- Space: Clear Canvas
- K: Switch Camera Used
- L: Get Spray Size
- Colors:
- 1: Blue
- 2: Red
- 3: Green
- 4: Yellow
- E: Random
- P: Get Paint Thickness/Stored Color from Heat Map (works in later versions)
- R: Get Camera Rotation from Wall
(with and without anti-latency)
- Speckled Conrete wall
- Colors: Blue, Red, Green, Yellow, Random
- Paint Drip is a fade-in decal
- Distance from wall origin changes paint spray size
- (Anti-latency version available)
- Speckled Conrete wall
- Colors: Blue, Red, Green, Yellow, Random
- Paint Drip is a fade-in decal
- Distance from wall origin changes paint spray size
- Build up of paint is stored in heat map (second render texture + material)
- Speckled Conrete wall
- Colors: Blue, Red, Green, Yellow, Random
- Paint Drip particles WIP
- Build up of paint is stored in heat map (second render texture + material)
- Cobblestone curved wall
- Colors: Blue, Red, Green, Yellow, Random
- Working Paint Drip, testing Niagara (Niagara particles don't draw to RT)
- Build up of paint is stored in heat map with size
- Working camera mimic for heat map
- Gets color from heat map for drip
- antilatency not implemented but installled
- Organized BP
- ColorCollider boxes to change paint color w/o keys
- Niagara particles drawing to render texture?
- Antilatency w/ new version