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?