I’ve been experiencing a strange bug since early versions of unreal
I waited thinking this would be solved but in 4.10 it still exists
some assets become invisible on editor
but during gameplay they are there.
I think its related to bake light on a level with sublevels.
here the steps I have to do to make the asset visible again on the editor:
-open the sublevel with the invisible object
-add a new empty sublevel to it
-move the invisible asset to the new empty sublevel (they become visible)
-move back to the opened level again
yes my project is being updated since ue4 4.5 or something like that
to reproduce:
-Open a big level with many sublevels (65 in my case)
-bake light
-after bake some blueprint actors become invisible on editor (they are visible and operational during gameplay)
I don’t thing I can reproduce this on a empty project because of hundreds of blueprint actors, only a few become invisible.
the objects that become invisible are on sublevels, not on main level.
Do you have the sublevels set to hidden? How are you streaming them? Are they streamed constantly or through blueprints?
the sublevels are set to be always loaded and visible.
to be clear, only some actor blueprints become invisible on the sublevel (like one door for example)
one more information:
during the gameplay, if I press eject the asset become invisible again. If I press possess it become visible
Check your world outliner for the asset in question, do any of them have the eye set to closed? This will turn an asset invisible in editor, but it will still be visible during play.
If you are comfortable with it, please private message me a link to your project on the forums (same account name), I’ll be happy to take a look and see what may be going on. I have not been able to reproduce this on my end thus far.
sure I will send you a level with one problematic blueprint
Hi ! just sent the link to " " account on the forums
hope you will be able to see the problem
Hi gustavorios2,
I was able to reproduce this with the assets provided and have entered a bug report, UE-28141, to be assessed by the development staff.