Skelmesh doesn't play anim when hidden

I’ve got an animation sequence which I’m trying to play on a skelmesh. The skelmesh only plays the animation if the mesh is visible and “Actor Hidden in Game” is set to false. I’d like to change this…

I have a character which assembles its bones into a , and the bone positions get placed into the bone positions which are read from the current animation sequence. During this assembly phase, I play an animation sequence which needs to move slightly. I want to use a hidden mesh as a reference mesh which plays an animation. When the referenced skelmesh is hidden or not visible, the associated animation doesn’t play. I’m wondering if there some animation tick function within the engine which skips the animation sequence if its not visible.

Hi Slayemin,

You can achieve this functionality with the “Mesh Component Update Flag” setting under SkeletalMeshComponent details. By default it is set to “Always Tick Pose”, which means if you unhide it, the animation should pick up with the correct timing if unhidden, but the bones will not animate while hidden (they actually animate for a few frames before stopping). You can set it to “Always Tick Pose and Refresh Bones” to keep it animating while hidden.

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Ah, thanks. It works! I never would have found that.

you very much. I work on a FPS game and my problem was that the bones were not fitting my 3rd Person Perspective Mesh stance. Setting the “Mesh Component Update Flag” of my 3PP mesh to “Always Tick Pose and Refresh Bones” fixed the issue!

Glad it helped! :slight_smile:

Thanks a lot

For the future:

This feature is now under “optimization” group and It’s called “Visibility based anim tick option”

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