《Drifting》is a third-person shooter-action game. The combat system revolves around air-to-ground, air-to-air shooting and traversing. Each encounter in the game challenges the player to develop a situational awareness in 3D space, which includes constantly prioritizing your target whilst observing the surroundings to find out the key to advance to the next stage.
Distance Fade Level
In addition to the level streaming function provided by UE4, I've built a (camera-based) distance fade feature, so that actors beyond a certain distance from players are hidden. I use level streaming volume for resource management; distanced fade for not spoiling later sections of the level before players are able to get there.
The current distance fade system is not complete, however - since I need to use the masked opacity channel to make every actor in the level fade out beyond a distance - the draw call for the game increases dramatically and eats up a lot of rendering time. I'm currently investigating a way to disable actors when its distance is further beyond the scope of distance fade. Hopefully, this can bring back the draw calls down to a reasonable number.