If all you need is the arrow, well just go through the arrow’s details panel and make sure “hidden in game” is false. Almost every component has this option, but depending on the component it may or may not be defaulted true.
In the viewport, you can quickly check what’s going to be hidden at runtime if you press G.
I believe I understand what OP is referring to in #3.
In Unity, there is a game view, and a scene view, both of which can be viewed simultaneously. The game view is typically viewed as if you’re playing the game (so where ever the camera is during gameplay, that’s what you see in the game view). However, the scene view allows the user to navigate anywhere in the scene as the game is playing to see whatever it is they want to see. If they click on an object in Unity’s Hierarchy (which is Unreal’s world outliner), they can see instantly where that object is in the sceneview and, they can even focus on it, so as it moves, the reviewer can maintain visual contact with the object.
I’ve wanted to know this myself coming from a Unity background. When I create a new viewport, I too get a frozen screen when I’m playing in the other viewport. In other words, its frozen the instant I press play. I have combed through the documentation to see if I’m missing something, but I could not find anything on this. I’m fairly confident Unreal has this somewhere, even if it’s a two-three step process to set up, up front.
Essentially, from my experience, you can eject yourself while playing in the editor, which allows free roam, but I guess to frame the question properly, how would you be able to have two separate windows, both live action, where, one window is you playing the game (Unity’s game view), and the other window displaying action wherever you wish to navigate to?
Thanks Bruno Xavier. I think you answered a question I’ve been wondering for a while now. That feature in Unity, in my own opinion, made some troubleshooting, some types of debugging, and some design simpler because as you’re playing the game, you can see, in real time, anywhere else in the scene you want. It comes in very handy. But it’s not an ‘o no, I can’t do my job’ kind of thing without it. So, we adapt; that’s part of the job