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How to use SetDepthPriorityGroup?

I noticed the arms on the basic FPS project clip into stuff, so I called Mesh1P->SetDepthPriorityGroup(SDPG_Foreground); at the constructor, where you have acess to the PCIP. Id did nothing. Then I tried overwriting PostInitializeComponents and calling it there, nothing. Am I doing something wrong here?

This may or may not be true, but the last time I heard there was no support for depth priority sorting like in UE3.

That is also what I heard last, after checking in on it recently

That is correct, DPG does nothing at the moment, sorry for the confusion.

So, I found a bug?