[C++] Network Mesh Visibility on Death

When a player dies on the game we’re developing, we are implementing a camera detach system similar to the one in the Shooter Game. It works smoothly on the server where the player can see his own mesh enter a ragdoll state and then moves to one of the default spectator locations. Here he can see himself laying on the floor and the other player’s third person mesh. The problem comes when we try to implement this behavior on the Clients. The death camera and the spectator camera only show the first person meshes of every player, including the local player. Manually setting the visibility of the meshes from the player controller or from within the character itself doesn’t seem to have any effect.

Fixed this by using SetOwnerNoSee() and SetOnlyOwnerSee() on each mesh.