Hiding character actors on camera overlap on a networked game?

As I am still getting the better hang of working with multiplayer character setups and networking I have gotten a few things working in terms of mechanics while still using pawns that share the same blueprint as their base.
I have a camera setup that is still a work in progress that will hide the player’s characters’ mesh when it overlaps a volume that I have attached to the follow camera so that the player is not clipping through their own character.
Now where I have gotten stuck is trying to do the same thing to other player pawns as their camera overlaps the other player character mesh. It would need to only hide the mesh or actor in the player’s view that is overlapping it but still remain visible to other players in the same playing field if they were looking at each other and would not see the overlap happen if their camera were not nearby to cause an overlap.

Main Player BP Component setup

Initial Camera Overlap Dispatcher

Work in progress of the function to handle hiding the overlapped player actor from camera

Thanks in advance if anyone is able to point me in the right direction here
-Kyle D.

Haha, well the first part of the character that is hiding is what is working so far but I am expanding on this for the series as to get other characters that are playing to have their mesh be hidden from the player if their camera clips into them. Like when you set the characters to play in editor to more than two on a dedicated server.

If I cant get this figured out sooner rather than later Ill try to see about getting a new video up for animation blending on characters.

Thanks for the help though and posting a link to my channel lol, but also thanks for watching, hope they been helpful.

This should help.