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Updated dynamic lighting + night vision

Hello, I have a question about the updated dynamic lighting, which for the most part I'm loving so far.  With regards to night vision, I am noticing that what one player can see, all of them can see. So say that I'm viewing the map from the perspective of player 1, if I take player 2 and move him around a corner that is blocked from player 1's line of sight, player 1 is now able to see around that corner even though he did not actually move around the corner. This is not a big deal, but it is not ideal for me because one of the PCs in my campaign has night vision that is double the other PCs. If they have "collective vision" then this essentially means that they all have incredible night vision now, which doesn't seem right.  I tried to do a search for this particular issue but I couldn't find anything. Is there a setting that I'm not doing correctly? Thanks for any help you can offer!
1605100417

Edited 1605100432
David M.
Pro
API Scripter
I'm assuming you are using Ctrl-L to check vision? This is bugged in UDL, with the behavior you described. The solution is to use a dummy account logged in as a player to accurately check player vision.
Thank you for the response, yes I'm using Ctrl-L - if this is just an error in the Ctrl-L method then that is great to know, thanks!