Players invisible behind the transparent wall in ShooterGame
Further, if in AShooterCharacter::OnReplicationPausedChanged comment GetMesh () -> SetHiddenInGame (bIsReplicationPaused, true);
Then the players are visible behind the wall, but if Client1 looks like Client2 is behind the wall, and then Client2 stops behind the wall, then Client1 continues to see that Client2 is moving
How to fix these errors?
asked Apr 03 '17 at 04:28 AM in Rendering
Can you rephrase your question??
But I think your problem is because of SetHiddenInGame and passing it along the n/w.
answered Apr 03 '17 at 10:52 AM
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