So I need to make a video showcasing something for a game but whenever I render it out all the widgets I have like the health bar show on the render. I’ve been looking for ages and I can’t find any way to get rid of them except for straight up deleting them which I can’t very well do. If anyone knows how I would really appreciate it.
I have the same issue that level sequencer opens up the widget that’s been hooked up on begin play event in the level blueprint. And it’s not going away by enabling Hide Hud above.
Any other solutions? Please
I’m sure by now you have probably found some solution, but for anyone else struggling with this problem, there is a way to get around this issue.
I believe this issue is caused when we have a sequence that contains a sub-sequence. You can set the “Hide Hud” bool to true on the top-level sequence, but that doesn’t seem to get propagated down through the contained sequences. There doesn’t seem to be a way to do this (easily), and not having sub-sequences isn’t really an option. So, that seems to be the problem here.
The work-around solution that I used was to remove my BP_MainUI widget from the display via “Remove from Parent” within the widget blueprint itself. You can just leave the target as “self” and it should be removed from the screen regardless of how your sequences are set up. BP_MainUI is, as I am sure you can guess from the name, the main UI widget for my game. Luckily for me, I already have a state machine set up in my GameMode with delegates broadcasting state changes. I could just create a binding for that delegate from within the widget blueprint and handle the HUD visibility that way. And, I only needed to disable the HUD at the end of the level, so this work-around didn’t really inconvenience me too much.
Your situation is likely to be different, and I understand that this isn’t ideal in every case, but it does remove the HUD from the display so that your sequence can play nicely without a cluttered screen. You could add the HUD back to the screen once the sequence is over through the master sequence event track (I think). Not ideal, as I said, but it does work. Hope this helps someone and sorry for the long post.
I have seen this kind of workaround proposed also in other places. This can be a solution in some cases,but in the others it can not. In my cases I am developing a software on top of UE4 where UE must always exist and be seen, including when recording the sequencer to video in run-time.