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Switch visibility of object group


I'm really looking to as many tutorials as I can get, but here in unrealengine I stuck at the easiest functions. This is no tool for artists, can't say it often enough.

Simpliest thing... I've got a architectur visualisation and I wan't the user to be able to switch objects on and of per interface. I tried some things with toggle visibility and that works fine so far, but what if I have a bunch of objects that I want to toggle together. How can I organize it, that I can select them inside the blueprint, for example by tag, by name, by something....so that I don't need to make a reference-node for every single object. It should be connectable to the target-input of the toggle visibility node.

thanx for help !!!

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asked Feb 12 '15 at 02:08 AM in Blueprint Scripting

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avatar image Schindelar3D Feb 12 '15 at 03:29 AM

there is a way to select specific blueprints as class and make them hidden in game (don't know why this can only be hidden and toggle visibility does not work), but what if I have different blueprints and objects.

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If you have a look at Set Visibility there is a toggle called "Propagate to Children". If this has a parent object as static mesh then it will hide all the the grouped objects. You pretty much have it there with your flip flip - just drag in your parent static from the scene outliner into blueprints and take it from there.

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answered Mar 03 '15 at 04:11 PM

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