This is another example of a multiplayer entity filtering component that should prevent network replication for players or objects that cannot be seen by the client, if there is an active occlusion culling system that utilizes the occlusion request bus.
The code compiles in the component can be added from the editor but it is not added or active by default.
This is another example of a multiplayer entity filtering component that should prevent network replication for players or objects that cannot be seen by the client, if there is an active occlusion culling system that utilizes the occlusion request bus.
The code compiles in the component can be added from the editor but it is not added or active by default.