Ghost Static Mesh - Cinematic sequence

So I’m working on bring in custom creatures and animations to make a creature that attacks and moves with custom AI behavior. Complete with audio and visual FX. It’s coming along but I can’t seem to get rid of that ghost creature behind the animation. My brain is fried. Any ideas?

Curious about this. Is the creature spawning in? Is it a question of turning off the visibility or hidden in game for the spawner? That’s what it looks like when an instance of an object spawns in but the initial spawner or spawned item remains in the scene. It looks like a static mesh is what remains, but the item spawns from it.

This was just dragged in NPC blueprint (not the NPC spawner) It was in fact the static mesh collider I had to just hide it. I actually got it mostly working with the animations but have to figure out smooth movement in verse to get it to look like it is chasing you down. For now I switched it to a custom NPC IK retargeted with the fortnite mannequin. This allows me to access all the guard API functions and allows it to move think and attack like a guard which is ultimately the goal. I do still want to eventually get back to using the baked animations on te animated mesh like in the original post but I’m not quite there yet. Thanks for the replay.

make sure you put an invisible material on it if you haven’t. Hidden in game breaks sometimes!

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Thanks I ended up doing that. thanks for the reply.

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