Phase ability kerfuffle

Also, I added hiding the other characters on the player’s screen so that it completes the “alternate dimension” effect:

It uses an event dispatcher so that you don’t have to loop through each character:

Create an event dispatcher called “Phase_HideCharacters” and add an input called “Visibility”. Then, create a custom event called “HideCharacter” and, if the character is not the local player, bind it to the local player’s event dispatcher (i.e. bind it for every character except the local player). Then, add the “SetVisiblity” node to the “HideCharacter” event.

Then call the event dispatcher after both postprocess nodes to hide & unhide the characters:
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