This is stalling my entire development and killing my passion!
How do I set Owner No See to work for an actor that gets attached to the player. This is a hat, but it clips into the camera and interferes with line traces because the first person player can see it on top of the character’s head.
Set Owner and then Owner No See doesn’t seem to work in runtime
This is being done in a separate hat actor, created in run time. The owner variable is being fed back correctly through print screen - whatever is plugged into that SetOwner.
Even if I make a new component inside the player pawn during run time, setting the owner no see flag doesn’t hide it. It’s only working on components that are part of the character at construction, which isn’t going to work for my needs.
Unchecking Enable Nanite Support (Which was enabled by default on my imported meshes) and clicking Apply Changes has completely fixed my issue.
I found this after all sorts of tests. Spawning the Hat on its own didn’t work with Owner No See, spawning default editor static meshes DID work. Spawning a gun static mesh didn’t, but as a skeletal mesh it did - A SM that had no nanite support.
This has been absolutely awful but god damnit I’ve solved it
Of course I appreciate all the replies Dejan - especially if they are repeating things that have been covered. There is an element of inference required when the problem has been explained, demonstrated and explored deeper in the follow up discussion, but I appreciate you tried.
I have looked for support in many different places and wanted to spread my findings for how I solved it for the future.
A quick browse of these forums shows hundreds of requests for help that are never solved, so I hoped to help someone further down the line.
Next time I will be sure to give you a special shout out, okay? Then people will know how helpful you are.
What a pointlessly confrontational reply.
Thanks to all who offered some advice, no matter how effective.