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Weapon Frustum

Part of the porting process from UDK to UE4 is that we want to port every setting as accurate as possible. While doing so, we also want document it such that there's no ambiguety left, and we're actually delivering correct software such that it is e-sports worthy! (Or rather, by putting out these articles I merely pretend to know what I'm doing as to keep David happy. He doesn't read this anyway! (I hope...)). Today's topic is the weapon's frustum, which plays an essential part in the weapon's range of attack. In UDK, this frustum is constructed in a fairly complicated way, namely by offsetting a cone behind the player, and setting a handful of veriables. For UE4, we've simplified this a bit, such that the frustum will be only configurable via two variables, a range and an angle. This also makes it easier to correctly port over the UDK frustum, as well as having an accurate understanding of the properties of the frustum. This article will be a bit easier than the predictive passing article, and only some high school geometry is required!

Weapon Frustum