Interesting, I just tested using the FPS template and it appears to work for me (Whole character set to Render Nearest).
This is what I did:
First, I moved the ResetCharacter() method from the Revive() method into the end of the Initialize() method, before the Revive() call.
Then I set the render flags for the character slot to render nearest after.
So the end of the Initialize() method now looks like this:
Code: Select all
// Moved here to prevent adding slots on every revive
int slotId = m_pEntity->GetSlotCount() -1; // Character slot will now always be first free slot - refer to ResetCharacter()
m_pEntity->GetSlotFlags(slotId) | ENTITY_SLOT_RENDER_NEAREST &~ENTITY_SLOT_RENDER); // Remove standard render flag to prevent rendering twice.
// To prevent object clipping on cameras near plane
Hope this helps.
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