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@@ -47,8 +47,8 @@ namespace MultiplayerSample
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}
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bool OcclusionFilteredEntityComponent::IsEntityFiltered(
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- [[maybe_unused]] AZ::Entity* entity,
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- [[maybe_unused]] Multiplayer::ConstNetworkEntityHandle controllerEntity,
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+ AZ::Entity* entity,
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+ Multiplayer::ConstNetworkEntityHandle controllerEntity,
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[[maybe_unused]] AzNetworking::ConnectionId connectionId)
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{
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bool result = false;
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@@ -60,11 +60,11 @@ namespace MultiplayerSample
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{
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AzFramework::OcclusionRequestBus::Broadcast([&](AzFramework::OcclusionRequestBus::Events* occlusionHandler) {
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// Check for a preexisting occlusion view or create one if necessary.
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- if (!occlusionHandler->IsOcclusionView(m_occlusionViewName))
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+ if (!occlusionHandler->IsOcclusionViewValid(m_occlusionViewName))
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{
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occlusionHandler->CreateOcclusionView(m_occlusionViewName);
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}
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- if (occlusionHandler->IsOcclusionView(m_occlusionViewName))
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+ if (occlusionHandler->IsOcclusionViewValid(m_occlusionViewName))
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{
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// Perform an occlusion query to determine if the controlled entity can see the filtered entity.
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const AZStd::vector<bool> visibility = occlusionHandler->GetOcclusionViewEntityToEntityVisibility(
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