I have a multiplayer project. My character blueprint contains both a third-person model and a first-person arms model.
Details for third-person model:
Owner No See: true
Hidden Shadow: True
First-person arms model:
Owner Only See: True
I have the third-person Animation Blueprint set to bend the spine in relation to when the character looks up and down. However, the camera stays in one place. This causes a problem when the player equips the flashlight and looks down the light casts a shadow on the third-person mesh because it is bending and has hidden shadows enabled. How could I have the spotlight that is on the flashlight just ignore the third-person model?
@Everynone Thank you for the response, I looked into channels, and when I messed with them I couldn’t get them to work how I wanted. Any suggestions on which channels to apply for which light/mesh?
Yeah, the system is not really fleshed out. It’s most useful when you deal with render targets and want to scene capture something without interferences. Glad to hear you got it to work!