Hey @Volodymyr welcome to the community!
Most of the time an issue with the visibility settings on the Skeletal Mesh component is the culprit for visible arms in the viewport and their sudden removal when entering Play mode.
Here are a few things I’d suggest checking first:
Owner No See / Only Owner See settings
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Select your arms/mesh component inside your character Blueprint (BP_FirstPersonCharacter)
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In the Details panel, search for Owner No See.
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If you’re using a single full-body mesh or dedicated arms, make sure Owner No See isn’t checked by mistake or that Only Owner See is set correctly depending on how your camera/pawn ownership is set up.
“Hidden in Game” toggle
- Double check if Hidden in Game is checked under the Rendering section for that mesh component
Camera Attachment & Clipping
Sometimes the mesh is actually rendering, but the camera’s Near Clipping Plane is cutting through it or the mesh isn’t properly attached to the camera component in the Blueprint hierarchy.
If none of those fix it, could you tell me a bit more about how your Character BP is structured?
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Are you using separate mesh for the arms only or a whole third person body mesh?
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Are you setting any visibility nodes in event graph on play begin?
It will narrow down the search a bit. Let me know the outcome.
Thank you for the reply—sorry for the delay in getting back to you; I managed to solve that problem. To be honest, I don't even remember how I did it anymore (I'm a beginner at this). However, a different problem has come up—perhaps you might know something about it?
I can't connect the FPSmesh to the Play Montage node (I probably deleted it by mistake). What should I do? Are there any options? Please let me know if you have any ideas.
Glad to see you fixed that problem with the previous visibility!
Of course everyone gets in situations where they have to ask about node compatibility while first working with blueprints
Judging by your screenshot, the issue is that the Play Anim Montage requires a Character reference as its Target not a Skeletal Mesh Component.
Here are the two best ways to fix this depending on what you’re trying to achieve:
Option 1: Use Montage Play (Recommended for Mesh/AnimInstance)
Since you already have the Get Anim Instance node in your screenshot
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Delete or drag off from the Play Anim Montage node
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Right-click in the Event Graph and search for Montage Play.
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Connect your Get Anim Instance node output into the Target pin of Montage Play.
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Select your FPSIdle_Rifle_S montage in the Montage to Play pin
Option 2: Use the Play Montage node
If you want a node that connects directly to the Skeletal Mesh Component:
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Right-click and search for Play Montage (it has an icon with output pins like On Completed, On Interrupted)
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You can drag your Mesh/FPSmesh reference directly into its In Skeletal Mesh Component pin
Epic Games Documentation: Animation Montage
Give Option 1 a shot and let me know if the animation plays smoothly.

