S7: first person at 107°, the placeholder rifle and the lean
Play as Client on L_S7Range: a dedicated server world and two clients, 9 October 2026. Client 1 is
the player; client 2 watches. Placeholder lighting, materials and arms throughout.
Open for you: the copy's shadow on the first-person arms and rifle. The player now sees his own shadow from every
light, the street lamp included, through a shadow-only copy of his body (your option 1; the engine's own sun-only path is
switched off). The copy's shadow also lands on the first-person arms and rifle, which the engine's path never did: it
skips first-person pixels (
VirtualShadowMapProjection.usf:445). At the five light angles below, 0.8 % to
78.5 % of the arms' and rifle's pixels go darker, worst with the sun overhead and under a lamp behind him, and the shapes
are the body's pose rather than the arms'. What to do about it is your call after a look.
What works. First person at 107° (the rifle drawn at 82° and scale 0.4), eye 162 cm above the feet. The rifle in the
hands in first person and in the body's hands for everyone else, with one rifle each (the player no longer sees his own
world rifle). Lean left and right, 20 cm, on Q and E: the view moves, and the other client sees the body lean
(replicated in 0.25 cm steps, read back as −80 and +80). Crouch. The body holds Lyra's rifle pose on every client.
First person




Shadows








The copy's shadow on the arms and rifle (the open item)
The engine's path switched off, the pose frozen and the view the same each time. In each strip: the copy casting, then not casting, then in red what changed by more than 12 of 255. The share counts the arms' and rifle's pixels only; two identical frames differ on 0.1 % of them.
| Capture | Light | Arms and rifle darker with the copy | Mean drop (of 255) |
|---|---|---|---|
| 21 | Low sun behind him (12° up) | 11.9 % | 25 |
| 22 | Sun behind and to the side (30° up, 45° round) | 0.8 % | 16 |
| 23 | Sun overhead (88° up) | 78.5 % | 37 |
| 24 | Facing the sun (20° up) | 5.6 % | 19 |
| 25 | Street lamp behind and above, sun off | 48.1 % | 46 |









What client 2 sees




Against the wall and the corner




A 20 cm lean with a 12 cm probe never reaches a wall the 40 cm capsule already touches, so a flat wall or an outside corner does not stop the lean; only geometry overhanging at head height would.
Not in this round
| Item | When |
|---|---|
| The hit-body overlay, the metrics and outcome tables, the burst clip | With the server hits (the next milestone) |
| The arms' own animation and hand IK on the rifle (the hip pose is Lyra's idle on hidden-bone Manny arms) | The arms blueprint, after this round |
| Hold or toggle lean; the lanes at 10 m and 30 m, the low wall and the dummy | With the hit bodies |
| The body's shadow holds no rifle (15, 20): the third-person pose has no rifle hold yet | With the hand IK and arms work, after your look |
| Lighting, materials and exposure (fixed at EV 9.5) | Placeholders |
Play it
- Open
L_S7Range(/HFGameplay/Raid/S7Range). - Play as Client with 2 players (Play, Net Mode: Play as Client, Number of Players: 2).
- WASD and the mouse; Q and E lean, held.
- For a moving target, type
hf.s7.TargetRoutine 2in the console: client 2 strafes, leans and crouches on an 8 s loop.