How to enable and disable Props or staticMesh via verse

I got a wall that i want to switch between different stages.
Broken, Repaired, Painted. I tried to do it with levelsequence but it keeps resetting after a it finishes, even though restore state = false.
So i was wondering if i can enable and disable staticMeshes or Props via Verse.
This way i can just have 3 different walltypes and just turn them on and off as it i need to.

You can spawn them in. Not sure if you can enable/disable or hide/show props yet.

Looks like the Prop Manipulator Device (prop_manipulator_device) has show/hide props methods.

Yes but if your walls are all in the same place, prop manipulators will start to get random.
What you can do is parenting them to empty props (make a prop that is not visible in game but still has a mesh for prop manipulators to work), move the empty props away from each other so you can place the manipulators on them, this way both parent and child prop will disappear when you call HideProps()

Also, just as a note, prop manipulators don’t update in realtime, they will update collision before visual (some ms earlier)

Yer the prop manipulator is way to random for me. If it was possible to specify what element i was going to affect it would have been useful. But since it seems to be what ever it is in contact with and if there are multiple it is kinda random i cant use it at all.

I edited my answer so you can understand better :+1:

Thanks :slight_smile: I ended up finding out how to make Levelsequences suit my needs. if you rightclick tracks in the levelsequence you can set the them to keep state. So i can do what i wanted of having one static mesh and just change it with levelsequences

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My method for doing this so far has been to teleport props to a far away hidden location. This is quite nice in that all you need is a reference to the prop in Verse.

Update - It seems like a recent addition has added proper methods for this:

I thought this was gold but it’s just the creative_device not the creative_prop.

And I really don’t see the use of hiding the computer actually :joy:

That’s true… The computer is just the default mesh, so this would technically fall under the title of the post (static mesh).

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You can also add actors as children of the creative_device. I’m testing if hiding the creative_device will also hide the children.

Edit: It doesn’t

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Ah that is an nice addition and thanks @le-8g7e for testing it if the child elements are affected that is nice to know :slight_smile:

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