“Set Actor Hidden In Game” seems to be automatically replicated back to the client if its executed on the server. I imagine this is part of the built-in actor replication in the engine, but I need actors to have separate hidden states on each client based on whether their units are in range/line of sight of the other player’s units, etc.
I can work around this by manually hiding the mesh and other components instead of hiding the entire actor, but I was wondering if there’s an easy way to stop Set Actor Hidden In Game from replicating since that would be easier and cleaner.
Here’s the quick test I set up to verify this. When I press F, the unit disappears from all players.
Thanks