fix: NetworkObject.NetworkHide destroys client-side in-scene placed NetworkObjects [MTT-4211] #2086
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This resolves the issue where NetworkHide was still destroying in-scene placed NetworkObjects on the client side which would cause the client to throw a soft synchronization error when NetworkShow was called on the same NetworkObject (server-side) for the same client it was hidden from. Now, in-scene placed NetworkObjects are only despawned when NetworkHide is invoked.
MTT-4211
This resolves issue #1953
Changelog
NetworkObject.NetworkHide
was despawning and destroying, as opposed to only despawning, in-scene placedNetworkObject
s.Testing and Documentation