Sup. So I’ve got a multi player game with guys running around. They can enable a Post Process Volume to see through walls (Tom Looman’s materials - objects are rendered with a custom depth for it to work) but to disable the effect I disable the post process volume. The only way I can do it is through trying to bind the event through a dispatcher like the ue4 document says to do because it’s a level blueprint and can’t access it any other way. The problem is it works fine for the server but doesn’t even fire for the client. I’ve tried replicating it (which I shouldn’t have to because it’s not really important for the server to control it) but still doesn’t work. Is there a way to do it other than this? Like disabling custom depth during play or something?
I can enable or disable the Post Process Volume on Event Begin Play in the Level blueprint which works for everyone, but the binding and calling doesn’t work for clients.