Unreal engine hide component Hi guys, I´m working on a still render, and I wonder if it is possible unreal-engine. UI. BenVlodgi (BenVlodgi) July 20, 2017, 4:01pm 1. I nearly got this working by using two health bar widgets set to ‘screen Hello So im Using Set Actor Hidden In Game with hopes that it will hide the whole actor with its all Children and Attached actors, UE4, child-actors, actor-blueprint, question, unreal-engine, Blueprint. However, for performance reasons, I’m using “instanced static meshes” and when a Hello, I am trying to implement a custom character movement component for my video game framework plugin that I’m developing for Unreal Engine. Type I‘m slowly transitioning from Unity to Unreal, and so far I‘m really enjoying my journey. My instinct is to create the mesh at startup and just hide/show it depending on whether it should be equipped or not. To remove Actor Components from update, simulation, or rendering processes, you can unregister it with the UnregisterComponent function. i’m trying to make a portal with The component does not belong to the player’s actor. Hello, I’ve created a custom component subclassed from box component to use as a basic ‘marker’ type object (a transform point with visual representation for easier work in editor). Camera, debug, viewport, question, editor, unreal-engine. Basically: if distance ≥ x then hide Screws So my question is, Hello so creating and adding a component to a actor at runtime was not that hard. Hide Actor Components. So as a workaround I store references to all child actor components in array and when needed, call Set Hidden In Game for every child actor in ForEach loop. Categories common to the Actor and the Component get hidden by the Actor’s HideCategories. hi everybody what i’m trying to achieve is to show certain actors in a 2d scene capture while they’re hidden in other cameras i’ve tried setting “only owner see” to true and they’re now invisible to all cameras, but after setting the owner to the actor that has the scene capture component meshes still doesnt appear in the scene capture. 3. I want to see these only when I click on the component itself, not in actor’s defaults. this seems so simple yet i cannot find a solution. MC_Stryker (MC_Stryker) August 16, 2014, 8:14am 1. Further, if that doesn’t work, try to make an Actor BP with a widget in it so you can place it anywhere (while still setting render space to “World”). Have the above code trigger on the button press event. Cesurix May 25, 2021, 11:55am 1. Navigation. These multiple components are used for visual indication only and I want to deny all transforms on them unless it is done from the parent component. Hello! I am trying to make a system where the player uses a video camera item to find things that cannot normally be seen, exactly like the looking for ghost orbs in the game Phasmophobia. I have made a working camera item that uses a Scene Capture 2D component, but I don’t know how to make an object only visible in the scene capture. 18. 223747- As a result, The Actor is not seen, but still the widget component blocks the Hiding object from render (Solved) Development. See latest bug fixes too. What I’m trying to How can i hide it when the game starts? Please help me. Visible - hidden in game is a checkbox if you never was it to be visible. As for Unreal, other people have said it below; You can disable object rendering in level, but like Unity, it will still tick. 4, but I was not able to reproduce the issue. What I tried is hiding the shoulder bone (with “Hide Bone by Name”) and then unhide (“Unhide Bone by Name”) the lower part of Hi, ive run into an odd issue and I was hoping somewhere could offer a suggestion: I recently moved a project over to UE5 and now most child actor components will become invisible once the project is played. The child actor Hey yall, I’m trying to work on a UActorComponent and have two structs I’ve made as UPROPERTY’S on the component, one struct has a “Target” property which is an AActor* reference, and the second property in the struct is an array of enums InputEvents. . The reason is that along with this custom component I am also Using the Blueprint editor, how would I hide and show a widget depending if it is enabled or not? Some of my widgets are sharing screen space and will alternate being enabled or disabled depending on game flow. Yata (Yata) April 20, 2017, 12:31pm Hide Construction Script Components in Details View - which will show these kind of dynamically created components in the Details View if it is unchecked. All my searches turn up ::DestroyComponent() but that makes me crash the instant it`s called. I think you misunderstood? I mean the custom class that I created and that the decal is attached to (more of a theory question/is this actually possible to do at all). :slight_smile: unreal-engine. 5. In the process of registering a Component, the Engine associates the Component with the Physics states update immediately when changes occur, preventing issues like "frame-behind" artifacts and removing the need for a "dirty I would like to achieve this behavior when the user is editing blueprint defaults (not an instance): An enum property can be selected from a drop down menu (this is trivial) Based on the selection different fielda are shown I have seen this feature in some places in the editor, though I can’t recall exactly where- I believe it was a float value which could be constant or I don’t blame you. AttachComponent(OnFireParticle, OnFireParticle_AttachToBoneName); However when i first person mode, because I’m hiding the pawn mesh, the fire particle also gets hidden. Epic Developer Community Forums How can i hide a user interface on game start. If the actor has a FireComponent, I want to enable UProperties on the EffectComponent without having the game running. Disabling Components and Reactivating them. Epic Developer Community Forums Proper way to hide a Mesh Component? Development. you could however create a script in each actor which handles what it does in the event of selection then you could use a interface to call a event I want o hide an actor that has many Child Actor Components, but simple ‘Set Actor Hidden In Game’ unfortunately doesn’t work. polymatheddy (polymatheddy) November 23, 2015, 7:36pm 1. Categories specific to the Component no longer get hidden by the Component’s HideCategories (or the An overview of Components in Unreal Engine. please anybody hi what i want to do is to hide entiere object elements , from things like architecture parts to fog or other postprocess elements, in a single buton click , I was wondering if there is a way to add a tag to those stuff so that all items with thtat tag would get hidden in visibility on click and showed up again on second click , how can I do that in a widget? IF you just want to hide the ball (complete actor), then you could call this: If you want to hide the static mesh (only the component), you could call this on the component: Both can also be found in the ClassDefault or StaticMeshComponent settings, so you can set that behavior by default without calling the nodes. alternatively can I query whether the editor is or is not in Game-Mode or preferably fire an event? thanks. How have you set the visibility of the components? I am using this set up in my construction script for testing: Sphere1 is the Root. just create a simple actor and add a variable type actor and make it array and make them editable. I’ve also got a third property on the component called EntityType, which is using an enum. If you hide the light, I believe it will stop shining, just the same as if you were to hide the root component of the light, the whole light would disappear and turn off. As for Unreal, other people have said it below; You can disable object rendering in level, I found hideCategories for the UCLASS() however I have the following: UPROPERTY(VisibleAnywhere, BlueprintReadOnly ) USkeletalMeshComponent* MeshComponent; and I want to hide all categories dealing with the SkeletalMeshComponent EXCEPT for “Mesh”. My intent is to hide a component in a blueprint while in editor, but not in game or in Game-Mode. Both actors have UCameraComponents attached. On this page. The bVisible variable is the code representation of this checkbox, so changing this value should change the component visibility. This EffectComponent has different properties that I want to show or hide based on if the actor has a specifiv other component. Can anyone tell the correct way of Removing a component from a actor at runtime? Thanks Aug 16, 2014 · I am testing this in 4. question, unreal-engine, Blueprint. You need to disable tick and all timers on both the pawn and the AI controller and also disable tick and deactivate each and every component. NorlinGames (Norlin Games) May 5, 2017, 8:54pm 1. I want to use 2D Sprites to mark locations on the mini map but do not want them to show to the player camera. But i can not figuer out how remove a component at runtime. On the construction script of the bp, use -set master pose component, drag the heads and mesh to the graph and connect them to “target”, then connect the mesh body to “New Master Bone Component”. What’s the best way of going about this? I’ve tried to hide the root component but then the children remain. For example, here I am in perspective view: But when I switch to right view, for example, the scene root icon (I think that’s what it is) covers up my model entirely. anonymous_user_3149ac211 (AngelTsvetkov As a workaround you can give a scale of 0,0,0 to instances that you want to “hide”. How can add-component, question, unreal-engine, Blueprint, bug-report. These resources now live on a new community-run Unreal Engine Community Wiki — ue4community. That is not enough. I would like to hide this option for every user that’s gonna use this derived component. Seeing as how this might be problematic sometimes, I did something similar to this to set individual components visibility when they block the view. A new, community-hosted Unreal Engine Wiki. I have found a few topics which suggest using “Only Owner See” on the Hi, I have a Blueprint of a road sign that consists of various static mesh components such as the sign, pole, bracket, screws etc What I need to do now is hide certain components at a certain distance to optimize the game. Otherwise CPU performance cost will still be there. Is this Hi there! Thanks for reading. Hello there. I’m just curious if there’s a way hide everything but your selection with a single shortcut, rather than selecting everything around what you want to isolate, and then hiding. I want one camera to show the Actor/Meshes, and the other camera to NOT show the Actor/Meshes. For a Static Mesh Actor in your level, you can access this in Details Hide bone by name node should work. of course this leads to the question of do all the selectable actors inherit from the same parent? if not it will be difficult to change the visibility on each one directly. As well as functions that will activate and deactivate during runtime. It has several child components which are exposed in editor as UPROPERTYs. General. I don’t want any user to touch or see at all, even when it’s available in the scene. But during the game, it does work. I am trying to hide all of the walking, jumping, crouching, flying, and swimming options, as I want to provide my own system for customizing these values. You can set any Component or Actor to show shadows while hidden, using Cast Hidden Shadow option. Basically the inverse of “hidden in game” this is for a tool. Because I just need the forearm I thought I could just hide the upper part of the arm. The white ball is the “DefaultSceneRoot” component. Programming & Scripting. Visible - There is "set hidden in game" function with "propagate to children" checkbox, basically it should hide also all the attached child actors or components of that actor, hope it helps. I dont think you can toggle an actor’s visibility but you can do that on a Scene Component by doing this: YourComponent To hide an actor you can use this: YourActor->SetActorHiddenInGame( false ); antithing (antithing) April 14, 2015, 10:02am 3. Inputs As for Unreal, other people have said it below; You can disable object rendering in level, but like Unity, it will still tick. There are also functions that toggle visibility during runtime. After over a year in maintenance mode, the official Unreal Engine Wiki is now permanently offline. just create a simple actor and add a variable type actor and To completely hide an actor in game you have to do three things. We can use the Details Panel to set it, leaving the object itself and all its other properties in place, but hide it from the game. Regardless I I cant figure out how to setup a blueprint to allow the character to walk over a “trigger” and then the character “Static Mesh” that is in front of him disappear. Inputs. wiki! You will be able to find content from the official Reading time: 1 mins 🕑 Likes: 13 Just came across this thread, but it looks like this feature was implemented in 4. h” at the top of the cpp file. I have a component in my actor. Simply get a reference to mesh component you want to hide and set it’s visibility to false. Using “set static mesh component” shows my mesh horribly lit I"ll add a picture of how they look. it just stays there. I am uncertain at this point how to hide specific elements of the HUD. Im a newbie and trying to make a pause menu but i can’t hide it when the game starts. Let’s say I have an Actor Component which is derived from UStaticMeshComponent, and in the editor has a check “Simulate Physics”. So instead of deleting this component you just make it Visible and Hidden in game. anonymous_user_05f448861 (anonymous_user_05f44886) November 4, 2016, 7:46am 1. Thanks so much for your help everybody! I'll try to hide the player character A new, community-hosted Unreal Engine Wiki. How can this be fixed? Thanks! Does anybody know how to hide the arrow component whenever you deselect a blueprint in editor? This could be very useful for some of the blueprints I’ve been creating. They arent flagged to be hidden etc, but something about making a well behaved actor a child actor suddenly makes it invisible at runtime. thanks! I have this: void Set visibility by index to each particular instance of Instanced Static Mesh Component in Blueprint. antithing (antithing 2015, 9:39am 2. Would you mind pointing me to However, the Array is full of Actors, so you should be able to use the Set Hidden in Game node instead of the SetVisibility node. spawnactor, destroying-actors, Widget, question, unreal-engine, Blueprint. The SkeletalMesh component is a simple character mesh that has a StaticMesh hat parented under it. I don’t want any user to touch or see at all, even when it’s Unreal Engine Blueprint API Reference > Rendering > Scene Capture. mago314 (mago314) December 16, 2015, 7:00pm 1. 3 Likes. So I currently have an angled “top down” game where occasionally, I might have an object or two in between the camera and the player. Pipeline & Plugins. Blueprint. I attach it like this: Mesh. For this example I created a separate actor demonstrate its make the element a variable with the checkbox at top right, then in graph, drag it into the graph and pull pin off and try to type "set visible" or try to mess with render opacity or brush and change alpha to zero, or "hide" Hidden and disabled are 2 different things. I can only see the model if I switch to unlit, but it would be nice to see it in If you have an Actor with a natively-added component set as VisibleAnywhere, that component’s properties will be embedded in the Actor’s details panel, as designed. Rendering. I want these actor set hide completely, so conducted “Set Actor Hidden in Game” and also conducted “Set Hidden in Game” blueprint function for its widget component. You cannot get rid of it but it can be replaced by a different component which you would like to be the root component instead. unreal-engine. It essentially represents the origin of the actor’s transformation, rotation and scale values. I am developing a plugin and I have several UStaticMeshComponents attached to sockets of the parent component. Very nice and easy! The property can also be set in Blueprint via the nodes Set Visibility and Toggle Visibility (the latter swaps its current boolean state, the former lets you set it on or off). The grids can be resized in width and height, cols and rows, in the editor to fit the desired area on the character The real hiding is when you create local variable with the same name in the inner block as in the outer block. i’m learning blueprints in the contentExample project Hide Construction Script Components in Details View. Adds the component to our list of hidden components. This is the result I get: Jan 7, 2021 · Hi, I have a Blueprint of a road sign that consists of various static mesh components such as the sign, pole, bracket, screws etc What I need to do now is hide certain components at a certain distance to optimize the game. You can check the status of an issue and search for existing bugs. Feb 5, 2015 · Hello so creating and adding a component to a actor at runtime was not that hard. Inputs To completely hide an actor in game you have to do three things. When I click “Class Defaults”, it shows me all properties of my component, such as transform and mesh. Set Hidden in Game is for Actors. Neither of the following appear to have any effect EntranceBox->bHiddenInGame = true; EntranceBox->bVisible = false; I use the UBoxComponent like a trigger so I can’t really change the scale to zero. I have found a few topics which suggest using “Only Owner See” on the Nov 23, 2015 · Hey guys, is there a way to hide the debug visual mesh that comes with every camera component inside an actor? I’m developing a game that makes heavy use of camera components inside other actor classes for camera blending as you can imagine because of their debug visual it gets to make my editor scene view really crowded I looked everywhere but I Sep 9, 2020 · Hello, I have 2 scroll box in a vertical box. Development. how can I achieve this ? My intent is to hide a component in a blueprint while in editor, but not in game or in Game-Mode. This is causing my Transform category on the root component to have multiple entries, seen here. Is it possible to hide 2D sprites from a Camera Component? I know you have this option with SceneCapture2D but can’t figure it out for the camera attached to my character. UE4, Plugins, question, unreal-engine, editor, Hia guys! I’m trying to use this type of thing: UCLASS(hideCategories = (Rendering, Replication, Input, Actor, Base, Collision, Shape)) But I always end up with this: While the categories for the object are hidden, it’s components are not. Make it a great day. I know about UPROPERTY() and how to hide categories using Specifiers, but not how to hide a certain Camera, scenecomponent, question, unreal-engine. The powerup is a blueprint that consists of several components. You want your arrow component to be visible in your Editor, but it should not be visible in Game. Elewyth (Elewyth) January 18, 2015, 5:51pm 1. Adds all primitive components in the actor to our list of hidden components. minderaser (minderaser) January 15, 2016, 12:12am 1. The UActorComponent functions below run when a Component unregisters. There is also Remove All Widgets which will clear the HUD Hi, I have a UBoxComponent that I would like to be visible in the editor, but not in the game but I can’t figure out how to do it. TG42 (TG42) February 2, 2016, 1:57pm 1. kishindba (kishindba) But it seems like a bug, so i cant hide/show actor with widget component Hey guys, I’m currently using the FPP skeleton and mesh. I have been google searching for hours now. If it doesn’t compile, try adding include “DecalActor. Hi, I have a UBoxComponent that I would like to be visible in the editor, but not in the game but I can’t figure out how to do it. question, unreal-engine. Can’t find anything on the API so I’m hoping I’m just missing something. I was wondering, is there any performance cheap way of making a Scene Capture not render certain objects? Thanks in advance. Hidden in Game is for debug purposes. Acrossfy (Acrossfy) November This will allow you to Show/Hide the HUD by pressing "C". in the blueprint, I use “set visibility” to hide one scroll box and show the other one. Hey guys, is there a way to hide the debug visual Hey so I am having the same problem trying to find a way to hide the camera component. Hi, I’m relatively new to UE4 and have been struggling with the I saw the functions “Hide Component” and “Hide Actor Components” for a SceneCapture, but sadly there doesn’t seem to be an equivalent function for a camera. I’m sure there is Hello together, I have an actor in my scene with a custom scene component, let’s call it EffectComponent. You either need to toggle game view with an editor widget, or edit the engine source. Apr 14, 2015 · Yeh it should be, technically that’s what you’re doing already by calling SetActorHidden etc. This function can be overridden to add code when unregistering a Component. Hello all, I’m looking for a way to hide the pointlight class billboard when it is a component in my blueprint class, I only want a dedicated billboard to show instead to represent the entire blueprint and all of it’s components in a scene Many thanks, Ethan Ok this should be straightforward. You can test it by executing the code you posted and clicking anywhere outside of the Visible parts of the widget, this will pass the Hey there, Im having a real hard time with placing static meshes with a widget menu. Unreal Engine Blueprint API Reference > Rendering > Scene Capture. I have a single Pawn which holds two actors. Basically: if distance ≥ x then hide Screws So my question is, Jan 18, 2015 · Hi, I’m relatively new to UE4 and have been struggling with the following problem: I’m trying to implement a Minimap for an RTS-style game. You can add the code to any actor. Hide any component you don’t want anybody to touch or see not sure this what you are looking for but if you check in any blueprint without checking context sensitive box and type component you will find some abilities like set/toggle active/inactive or set/toggle visibility or destroy, all for components, and others. Currently in my code I am using ->bSelectable=false; to deny accidently selecting and moving them in Hia guys! I’m trying to use this type of thing: UCLASS(hideCategories = (Rendering, Replication, Input, Actor, Base, Collision, Shape)) But I always end up with this: While the categories for the object are hidden, it’s components are not. If you set the visibility to Hiding component in game. * Show/Hide Material - technical correct name for this is Section, but seems Material is mostly used * This disable rendering of certain Material ID (Section) * * @param MaterialID - id of the material to match a section on and to show/hide * @param bShow - true to show the section, otherwise hide it make the element a variable with the checkbox at top right, then in graph, drag it into the graph and pull pin off and try to type "set visible" or try to mess with render opacity or brush and change alpha to zero, or "hide" When deriving from a base class which defines BlueprintCallable functions, I’d like the option to specify parent functions which should be hidden on objects of the child class. Title Remove or hide actor with widget component. What is the best property to change in order to make static mesh components on a blueprint appear/disappear during live game? I made a script toggling “hidden in game”, and it works, but the invisible static mesh rather than affecting the material i would just hide the mesh. Overall ability to temporary “hide” specific Hello, I have 2 scroll box in a vertical box. Title pretty much sums If you set the visibility to disabled in the ‘Components’ view of a Blueprint for a root item like a SceneComponent, it doesn’t set the children of that root to the same visibility. Hide or Lock Transform on component or Actor in Editor. It seems like it’s Hi, I currently have a 3D widget in world-space attached to enemy actors in my game that displays the enemy’s health. Uninitializes the render state for the Component. Unreal Engine 5. Thank you! Epic Cinematics & Media. You’ve got 2 things affecting your cursor visibility. If you set the visibility to disabled in the Remove or hide actor with widget component. I’m trying to simplify the interface for my designer on a custom component. Knowing what will be the right one depends of what you are looking for. Can anyone tell the correct way of Removing a component from a actor at runtime? Thanks Hide Actor Components. This works, but lags a lot when many actors try to hide. It makes an actor visible in Editor and in Game. These grids represent an internal position array that determines the local attachment of weapons to the character in game. Positivity (Positivity) June 19, 2017, (Target is Scene Component). Very nice and easy! Hidden and disabled are 2 different things. anonymous_user_cc69b907 The command you are looking for is Set Visibility | Unreal Engine Documentation. A UMG widget and the Player Controller. Plugins. Camera, Rendering, question, unreal-engine. At certain camera locations the shoulder is in front of the camera and blocking the view. For doing this from a button simply make a new UMG Blueprint Widget and create a button within it. I hope that this information helps. I have a mini map set up with Scene Capture attached to my charter. E. Depending on when you’re calling the function that changes bVisible, this should update the component in the editor. Disabled - there is a checkbox for if the component is activated at start. Reply reply the_machinist_1000 • Thanks so much for your help everybody! I'll try to hide the player character within the level blueprint (when the sequence Related Unreal Engine 5 Unreal Engine Game Engine Software Information & communications technology Technology Whenever I change the Blueprint viewport view to an orthographic projection, a large scene icon overlaps any geometry behind it. I’m sure there is Apr 17, 2014 · This is a 6 years old topic, but I was searching for the same thing. Use ‘is visible’ instead of ‘hidden in game’. Contexts menus in other blueprints, when I want to attach a fire particle component to the player pawns mesh for when they are set on fire. For this example I created a separate actor There’s a Visible property. Any way, creating a custom event where I place a the mesh with the “ADD STATIC MESH COMPONENT” and appears OK in runtime. I can see it fine when i unhide the pawn mesh. Feb 6, 2024 · I have a single Pawn which holds two actors. The reason why I need to do this is that I want to create UPROPERTIES in that actor component, and show them in another component instead. KaiserJohan (KaiserJohan) June 29, 2023, 9:02pm 1. I need a way to change the visibility of an existing UActorComponent (no transform) in the details panel. Plss. Try using Remove From Parent. If this has no visual aspect you will not see it in the viewport. Do they affect the game if they stay hidden? That mainly depends on the logic you have build. Set the visibility of the actor component when the sequence starts. That’s true hiding and you can’t access variable with the same name in the outer block from inside inner block after you declare the variable in question, Blueprint, unreal-engine. Alright! In Unity you’ve got the ability to access a game component and disable, I know this function exists in UE 4 as the following “UActorComponent” I’m just wondering has it been exposed to blueprints? Currently this is how I’m disabling a game component, Its slow and sloppy because for a small amount of unreal-engine. Now I need to remove this added mesh o either In the pawn or character bp add the body skeletal mesh, then add the 3 head components and drag them inside the mesh to attach them to the body. I’ve tried to destroy the actor which makes it all After two years of developing games on Unreal Engine, making lots of C++ Actors and Components, I still don’t know Why my C++ components properties are all ---- What about hiding components in the details windows by code? That’s something you can do in Unity. Target is Scene Capture Component. I’ve noticed that the HideCategories metadata will do this, but only for the context menu that appears when inside a blueprint deriving from the child class. it just stays there I am working on a weapon configuration system that allows users of the unreal editor to define uniform grid overlays on characters. The widget is Space: Screen (good quality) thanks. C++. Welcome to the Unreal Engine Issue and Bug Tracker. You can use it by dragging off of a Scene Capture actor or component reference in a blueprint, selecting the “Hide Actor Components” or “Hide Components” nodes, and passing a reference to the Actor or Component you want to hide in this Scene Capture: Hello guys, How can I show the widget component only when a player is near to another player (this widget is the healthbar) if the player is not in that range the widget should not show for that player I was trying to do it with overlap in blueprints but failed, or maybe I did it wrong. Leandro_O (Leandro_Oliveira) April 26, 2022, 2:05pm 1. You have to disable it's collision, disable it from ticking, and hide it in game. 🙂 Thanks for any responses! Programming & Scripting. 2, and made some actor which have a widget component as a member. as a test case, here is Set the visibility of the actor component when the sequence starts. All the child components are placed in code, so I don’t want a designer to have the illusion that they can You should set the widget render space to “World” instead of “Screen”. So I don’t need to have all these BlueprintAssignable delegates from PrimitiveComponent available to the end-user. One thing I can‘t quite grasp is, why it is so (seemingly) complicated to do something as basic as disabling something (like an entire actor or child actor / component) in-game, from the edit view‽ In Unity, this is a simple matter of ticking a Hi, I’m using recent UE4. Hey, How to hide a but technically it’s very easy to hide a mesh component. Feedback & Requests. However, I would like to have the Actors be shown as solid-color rectangles Jan 25, 2017 · In the editor you can uncheck this box to hide the component in the editor. An overview of Components in Unreal Engine. anonymous_user I hide them and disable their collision. But for . The game that I’m making supports split screen, so I’d like the enemy’s health bar to be visible on both player’s screens whilst being able to face both player’s cameras. I’m basically looking for a way to isolate my selection (could be a single actor, could be multiple). I have chosen the approach of using a SceneCapture2D which captures the map from above, so changes to the terrain will automatically be captured. There is also Remove All Widgets which will clear the HUD If you set the visibility to disabled in the ‘Components’ view of a Blueprint for a root item like a SceneComponent, it doesn’t set the children of that root to the same visibility. Both cameras are looking at the same Actor/Meshes in space. There is no point in rendering screws that can’t be seen 20 meters away from the sign. I’m getting this many times in the output log: LogSkinnedMeshComp: Warning: GetSocketByName(Backpack): No SkeletalMesh for Component(CharacterMesh0) Actor(ThirdPersonCharacter_167) LogSkinnedMeshComp: Warning: GetSocketByName(hand_lSocket): No SkeletalMesh for Component(CharacterMesh0) Visibility is for showing/hiding an actor for gameplay purposes. I have a powerup that the player can pick up and it should simply vanish with the possiblity of unhiding it later. G. UE5-0, Rendering, question, unreal-engine. but the visible scrollbox does not take the remaining of the vertical pace of the hidden component. It has overlap events and collision in general turned off. Ultimately this will not be ideal for my application because I want to hide the Character sheet only, not your entire HUD. Also, Boolean variables are used to set the widget state (enabled or not), which I’d like to tie with visibility or hidden. Little bit off topic, but FYI In Unity disabled objects also tick, you need to disable all components for the object to be fully disabled if it’s in scene . Even though you asked the controller to hide it, the widget that the cursor is currently over is overriding cursor visibility. sgcwp rxbreqna ahg kwvn yaxjv uddus wmbjv qvwkzl esem tjwxsscbl