I have a blueprint with a static mesh component in it. It’s a hint arrow for the tutorial. The blueprint actor itself is set to “Actor Hidden in Game” on the instance, and at a certain point, the level script actor does some stuff that ends up calling SetActorHiddenInGame() to false (via C++) to show the arrow.
That worked fine when the static mesh component was the only component.
I’m now trying to replace that static mesh component with a particle system component. I’ve got the properties set up the same on the particle system component, but it never appears. The particle system itself is continuous and its “Seconds Before Inactive” is set to 0, so I know it’s not being deactivated …
So I can have both components in the BP, and when the blueprint gets un-hidden, the static mesh component shows up, and the particle system doesn’t.
I wouldnt hide the particle, but just disable it in the blueprint, and enable it once you need it.
This would be a decent workaround until someone from epic looks at it and can tell us if its indeed a bug.