blank map level editor, how to remove "ImportedSequanceHelper" popup

New to UE5
I made a blank level to test some 2d stuff out but uhhh…


I have this annoying “imported sequance helper/levelsequence” thingymagic. How do i get rid of it? I can’t click on the buttons I want to build into the UI.
Thanks

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Hey there @Fallendroes! I’m not new to Unreal in the least but I’ve never seen that UI element. It looks to be a simple tool to test imported sequences, but I couldn’t find any documentation on it. Let’s use another tool to find it’s source, then we’ll see where we can disable it.

Head to Tools → Debug → Widget Reflector

Then select Pick Hit Testable Widgets and it will start showing information about any widgets (in game or out of game) that are currently hovered and tell you where they are from.

Hover over that element and his Escape and it will keep the information in the reflector. Where does it say the source is from?

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AnimationSampleUI ??



I don’t see it in all contents

Seems like something in the engine by default but I wouldn’t know lol

Animation sample UI sounds like it’s some sequence debugging menu I haven’t seen before. Judging by the way it looks (like UMG tools UI instead of a slate window module) it may not work, but let’s try something here. We’ll revert the editor layout and that usually resets all window data. In this case, it may not work since it doesn’t seem like a slate window. In the mean time I’m still looking to see where this could derive from. Have you been working with the level sequence at all or do you believe this was just a hotkey that brought it up instead of a contextual menu?

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I tried didn’t change anything.

I don’t even know what level sequence is atm, if thats what “my char is at certain point, time to load a new map” thingy, i was going to do/learn that next.
this might be a hotkey or maybe, “i missed to add something, or removed something important so the game is warning me” thing

I packaged the game and the “problem” ui wasn’t there, so its an editor only thing, but its pretty annoying

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I found what it was but i have no idea why its in my game even though i didn’t at it to my UI.
Its a widget element thingy i can add to my ui
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since i don’t know which widget/ui it is added, i don’t know how to remove it

Excellent find, that means it’s an editor utility widget and can likely be removed like one.

Head up to tools, down to editor utility widgets, and see if it’s listed there. If so, you should be able to remove it that way.

Let me know how it goes!

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Makes a lot of sense that it is and editor utility widget, didn’t know they were a thing


But it doesn’t seem to be in my tools menu
soooo maybe its something else

Alright, that’s interesting. I have an incredibly hacky way to get rid of it, but let’s try for the proper way first. Do you have this actor anywhere in your level’s outliner?

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nope, its pretty empty

I can also see it here
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is my whole project bugged??

So your project itself is not likely bugged, though you did find a very unused menu haha. So I’ll preface this with in most other cases, it’s often not a great idea to mess with engine assets if you aren’t working from source/know what’s going on, but we’re going to add a quick little button to remove itself from the viewport.

Open the animation sample UI, add a button, then in it’s events make that button remove it from parent. This will let you get rid of it. This is not proper, but will let you keep working.

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Nice and its gone!
Thanks a bunch!

Yeah uhh, I am a simple man, I see interesting button, I click, I don’t even remember what I did to cause this. I am free of the evil UI now thanks to you though!

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No worries! Curiosity is good, but make sure you have project backups/source control in case your curiosity does end up breaking something less easy to fix. One warning I’d like to impart is that modifying engine resources from the launcher can be changed additively like we did here, but never remove any functionality(learned that the hard way), as some plugins are relied upon in the background.

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Haha yeah, I just learned that I can zip the project for quick backups, spamming it now and packaging my projects more often as “shipping” just in case “development” package works and shipping doesn’t.

I don’t want my future projects to be scrapped just bcz I decided to be curious and mess around or learning testing things.

Thanks for the help and the tips!

Zipping folders is easy for sure, but source control (once set up) is just a click of a button with a ton of perks, you can revert back to specific changes, see how much and when you’ve made changes, and even make branches when you want to try something different off of the main game. Here’s a tutorial to get you up to basic speed with using Git with Unreal (though they don’t go over the built in integrations) and some docs for the integrations:

Disclaimer: One or more of these links are unaffiliated with Epic Games. Epic Games is not liable for anything that may occur outside of this Unreal Engine domain. Please exercise your best judgment when following links outside of the forums.

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