I’m creating a space game, there is a ship model that the players walk around in that needs to be hidden (static model), and a separate functional model the players control like an RC car (functional model)
I have a level that is nothing but empty space. How can I hide the static model from the functional model?
Hi @tolacipeetahi, look from what I understand from your post, you can either be walking around the ship, or flying it. One thing you can do is when you swap between the two, just set one to hidden in game so that if you’re flying, the static model would be hidden, and then when you leave the cockpit or stop flying it, you can change the hidden in game to be false.
Yes that’s correct, I actually used this implementation when creating a solo ship, but after testing with multiple clients it looks quite strange with the ship blinking in and out of existence haha
Yeah fair, that makes a bit more sense, another solution, could have the static ship in a different location and rather than hiding the ship, just teleport the player to it and from it when flying and not flying?
That’s what I did for every level with a planet or something to put it inside, I guess I could skip the empty space levels but it seems like there has to be a good solution I’m not thinking of lol. I tried just putting it far away but it sticks out still. Even if I hide the static mesh and characters from that camera, they can still run into it and bounce off, and lighting effects apply when it’s nearby
Okay, you’ve thought of a lot of different fixes… Could try applying a transparent material, making sure to turn of collision and then you can use lighting channels to ensure lighting effects don’t impact it?
Hi, I’ve had a similar problem with having one character model remain hidden away until I needed it. So what I learnt was to keep them separate by creating and loading different levels, in ur case I’m guessing, one for the ‘static’ command center level and the other the 'RC’ship player level. Funny thing is that when doing this the levels sometimes overlap so to keep actors from bumping into each other just disable the WASD movement for the ‘RC’ ship but enable movement for its ‘player’ character, whenever you’re ‘docked’ at base command. Assigning an Input Action button with a Camera Fade helps smoothly toggle transitioning back&forth between the levels. The ‘RC’ level will always be loaded and the ‘static’ base hidden but called upon viewport using a Blueprint when engaged. I’m quite new to UE but I try to help if I had experienced something similar before. Please forgive me for wasting ur time if it doesn’t work
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That’s a really unique solution I didn’t know was possible! I’m totally unfamiliar with how UE handles opening multiple levels at a time, do you have any resources / keywords / further insight regarding that? My main concern would be if it is possible for a live render target capture to happen across levels if they’re both open, and just how general cross level blueprint communication would work.
Hey yea I was intrigued myself when I first learned it too. But yea I think u can render both; one(your ship) docked but idle(disabled movement), and the ‘player’ walking around the base exploring until returning to the ship(switch back control to flightmode. I was watching a StarCitizen video where a player was hiding in someone elses’ ship whilst they were busy tending to business. Imo I think that’s a perfect example, unless u don’t want other players messing with your ship interior. There are many ways of doing this and one I also agree with when exploring the base just as McMill and
Rev have stated, just have one teleport to a -Z position until reengaged.
This may help you get an idea of separating the spaces. Imagine the menu being your command station where you’ll switch back&forth to whenever called upon(entering a specific dock). Heck u can make multiple docking stations with this approach. Hope it helps!