I’m setting up a split screen game, and i’ve got a mesh set to “only owner see” its working properly as far as visibility goes; the owner can see it, the other player cannot. but when the owner brings his light source near the object the non-owning player sees a shadow cast by the invisible object. Any ideas how to stop this other than unchecking the “cast shadow” box in lighting completely?
This also seems to be a problem in 5.2.1 anyone find a solution for this?
Hello, I have the same issue. I can confirm that the issue runs deeper that just owner no see and such.
The shadows are casted as soon as the object is visible in any of the splitscreen player’s view. I’m assuming that shadows are calculated in the ViewFamilly instead of the View. I know this because even I tried using the shader of one of the LocalPlayer to hide the object but show it on another LocalPlayer and it still casts a shadow on both screens.
If anyone has a solution for this it would be great! I’ll keep looking on my end.
Hello all, I am also experiencing the same issue on 5.4 as well. Hope there is a solution for this soon, especially for blueprints.
I also have this issue, here we can see that another client is able to view the hidden shadow from the first person shadow caster mesh