Quick answer: Track three states per cell (unexplored, explored, visible) and render explored-but-not-visible cells dimmed with only static terrain memory.

Classic RTS fog has three levels: black, dim memory, and live vision. Using one boolean loses the dim shroud over explored land. Here is how to add it.

How to fix it

1. Use three fog states

Store per cell whether it is unexplored (black), explored (dimmed memory), or currently visible. Explored is sticky; visible is recomputed each update from unit vision.

2. Recompute visible each update

Clear the visible layer and re-mark cells in range of friendly units' sight. Cells that were visible last update but are not now fall back to the explored/dimmed state.

3. Render terrain memory only

In explored-but-not-visible cells, show static terrain and the last-known buildings but hide live enemy units, so memory does not reveal current enemy positions.

Catching the ones you can't reproduce

The hardest version of this to fix is the one you can't reproduce — it only happens on a player's hardware, OS, driver, or save state, under conditions that simply aren't present on your machine. A report that says “it crashed” or “it froze” gives you nothing to act on, so the bug survives release after release while quietly costing you players.

Automatic error capture closes that gap. Each failure arrives with its full stack trace, the device and OS, the build number, and a breadcrumb trail of what the player did right before it broke, so even a failure you have never seen becomes a specific, reproducible issue. Fold identical failures into one signature ranked by how many players each hits, and your worklist sorts itself worst-first instead of arriving as a stream of vague complaints.

This is where a tool like Bugnet earns its place. Its SDK captures every Unreal Engine error automatically with the full stack trace plus device, OS, memory, build, and game-state context, folds duplicates into one grouped issue with an occurrence count, and ties each to the build it first appeared on — so you fix the problem that hurts the most players first and confirm it is gone when its signature disappears from the next release.

Most of the time the fix is small. Seeing the failure clearly is the part that actually costs you.