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Is there an equivalent to "owner no see" & "only owner see" for attached components?

I have a character with a 1st person mesh and gun, and a 3rd person mesh and gun for multiplayer viewing.

Originally I was using the 1st person template mesh which has a gun built in, but now they are separated and a different gun blueprint is spawned into the character's hands.

I need to hide the 3rd person gun from the owner (allowing him to see the 1st person gun), and allow connected clients to see the owner's 3rd person gun (but hide the owner's 1st person gun).

In the character components this was easy to do, as there are check boxes for "Owner no see" and "Only owner see" for most components, but when you attach an actor through blueprint, these options aren't available.

Does anyone know a way to achieve this?

Thanks.

Edit: I set the gun blueprint to "Only owner see" before spawning which makes that blueprint disappear for both server and client. I don't know why, or who the owner is after spawning and attaching. Setting the gun to "Owner no see" seems to have no effect.

Performing "Get Owner" on the actor after spawning returns "None". This may be something settable in C++, but I don't see a way to assign an Owner to a spawned actor in blueprint.

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asked Aug 24 '14 at 10:30 PM in Using UE4

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nopunintendo
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avatar image Hoeloe Sep 15 '14 at 12:57 PM

I'm also keen to know this, as it's proving painful in making Scene Capture based reflections.

avatar image Ghazanfer Anwar Jul 29 '16 at 10:28 PM

Seriously,I am having the same problem.Can anyone please help us.Any help would be great.

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For anyone still looking for the answer to this (as I was today), I did this:

alt text

I set the owner of the spawned blueprint to [Get a reference to self] to ensure it was assigned an owner and then set an Owner No See block directly to the return value of the actor. - Hope this helped!

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answered Jun 07 '17 at 12:00 AM

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IamParadox
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