How can prevent the camera from seeing the actor it is attached to?

Simple as that, I just happen to need to make so that the camera cannot see the actor it is attached to.
Other cameras need to see that actors tho.

Hey Snowbro,

I’m not exactly sure how your project is set up, but if the character and the camera are attached, you can simply get into the blueprint for your character. Once you’re there, open up the ‘viewport’ and then scroll down within the details and look for ‘rendering’. Make sure that it’s set to ‘visible’ and expand that tab and click ‘owner no see’. If you set it up that way, you wouldn’t see the character attached to the camera when you’re playing in game anymore. The character should still be visible.

Here are some links that may help you too:

  • [Unreal Engine | How to Use Cameras][1]
  • [Unreal Engine | Character Set Up][2]

If this is not how your project is set up, please provide me a bit more information and I’ll be more than happy to investigate the issue further for you.

Thanks. :slight_smile:

Using a Static Camera in Unreal Engine | Unreal Engine 5.1 Documentation
[2]: Setting Up a Character in Unreal Engine | Unreal Engine 5.1 Documentation

That’s one good answer.
Sadly, the mesh (which is what I don’t want to be seen) has no “owner no see” option in the rendering tab.
Only the capsule component has one, but it’s already invisible!
I understand this has to be related with parenting and stuff, therefore how could I setup the thing to make it work?
Here’s a screenshot of my character (using the basing one, it’s a prototype!).

All I need is to make the mesh invisible to that camera you see!

Hey Snowbro,

Is this what you’re looking for, when you’re playing in game?

No, I’m just using the third person character in another game (simple arena and stuff). Anyway I’VE DONE IT!
Here’s how I did it.

  • Duplicate the mesh (inherited)
  • Set the mesh I duplicated from to invisible
  • Set the duplicated mesh to owner no see (you can do it if it is in the root I guess).
    Had to do this since I couldn’t move the mesh(inherited) to the root!

Thank you so much for that “owner no see” tip!

You’re very welcome. The screenshot I provided above, I simply used the ‘Owner No See’ option as well. I figured it would be something similar to that, just needed a bit more work into it. :slight_smile:

I appreciate you providing your repro steps for anyone else having this problem.

Have a great day!

Thanks for the solution!