[4.7.5] 'Hidden in game' and 'visible' ignored for child actors


This child actor is configured as ‘hidden in game’ and has additonally ‘visible’ set to FALSE. This settings get ignored in the game (still visible).

Hi ,

Thank you for the report. I was easily able to reproduce the issue, so I’ve created JIRA UE-13893 in our tracking software. Our developers will be investigating the issue further and we will post back here with updates as we have them.

Cheers,

TJ

Just came across this too. so it is a bug? I wasn’t even sure if it’s actually desired behavior.

Hi Gigantoad,

Yeah, this is not the intended behavior. We are still investigating the root cause though.

It’s especially a problem if a USceneComponent is the root of the child actor. hiddenInGame seems to have no effect at all on scenes, isn’t propagated to children.

That might be the problem of the child actor, too. The child actor component isn’t the actual child actor but is has a property with the same name with the actual object in it.

That’s also the - confusing - reason, why casting a child actor to his own class fails, but has to be done on myChildactor–>get child actor.

Yeah, this is still an issue in 4.8.3. Any update news?

Hi DatapawWolf,

This is still being investigated by the developers. We will update back here when the status changes.

Any update on the issue? Is there any workaround for now?

Hi LuLima,

This has not been fixed yet but it is on our to do list. Please keep in mind that crash bugs and showstoppers always take priority. Hopefully we will have more news on this issue soon.

Yes, that would be great, thank you. I had to use workarounds for this for half a year now. Is showing/hiding child actors really such an exotic case?

Hi,
Any updates on this one? It’s still there in 4.9.2!!!

Hello everyone,

This exact JIRA has recently been closed and will not be fixed directly. The reason being is we have plans for other features to be implemented that will very likely fix this issue by default. We currently don’t have an exact timeline when these new features will be implemented.

Cheers,

TJ

as a temporary fix I just set component scale to 0.001
Ugly but worked =)

Did the same thing at the end. Whatever.

I’m doing this programmatically in C++. I noticed that if I set the variable bVisibility to false or bHiddenInGame to true the actor is still visible. However using the function ToggleVisibility() does hide the actor. I don’t know how to implement this in blueprints however my code is something like this:

USkeletalMeshComponent* mesh = this->GetMesh();

if (hide_actor) //If you want to hide the actor
{
    if (mesh->IsVisible()) mesh->ToggleVisibility(); //Check if visible and make invisible
}
else //If you want to show the actor
{
   if (!mesh->IsVisible()) mesh->ToggleVisibility(); //Check if invisible and make visible
}

I don’t know why this would work and the individual variables don’t, however this is working for me and it’s not dirty like scaling the mesh. Hopefully you can follow the logic and make a blueprint out of it if that floats your boat.

hoping the alluded to indirect solution is in 4.11 :\

+1, another way to reproduce the bug is to add child actor via ‘Add Child Actor Blueprint’ and try to hide the ‘parent’ actor by Set Actor Hidden in Game. Whole actor will hide, but all child actor components will remain unhidden.

Four (!) engine versions later now, and this is still not fixed…?

Hi, it’s been another 6 months. Any news on this?

when this bug will be fixed?