I cannot see my objects that I created in BluePrint Class

Hi, I am very new to UE4. In fact very new to game design. I just started on unreal engine and I have following issue.
I created a blueprint class and added few actors to it. Everything went well but on one day I cannot see any of my objects (at least not how they are supposed to appear) in my viewport window of blueprint class. Please see screenshot below. I may be too stupid and did something dumb but, I am not sure how to get out of this view. Rest of my blueprints are fine. I tried to zoom out and rotate the view but all I see is a blue line. I cannot see any of my objects.

Please help.

First, check the scale of each object. Make sure that they are all 1. Check that each part has visibility set to true(is checked).

Scale are 1 in the blueprint. I dont think we can toggle visibility in blueprint for objects can we? I may be wrong I am very new to UE4

Hi there, (just to help you with terminology: Actors are within the Level, Components are within the Actor)

If you have lost your component out of sight in the viewport, you can focus it (centered and zoomed in) with the shortcut F. Just select the component in the Components Tab, make sure to click into the Viewport and hit F.

You can also hide Components as well:
Select your Component and check the “Visible” Property if it is set to true (for visibility in editor viewport), and if “Hidden in Game” is set to false (for visibility in game).

Level Viewport supports focusing and visiblity as well. Just select the Actor in the World Outliner and hit F or check the properties for visibility in editor / game.

Since you say you are new to UE, you are probably flooded by tutorials already. If you are looking for short and compact tutorials without exhausting overhead, I would recommend you these tutorials from the UE channel:

hth :slight_smile:

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Off topic, but what does hth mean? I presume it is an abbreviation, but I can not extrapolate it into anything meaningful.

They are called components, not objects. Objects are a different thing. Anyways, yes you can. First and foremost, click on each item and do what the answer below is saying. Try moving the camera around as you might be inside or far away from the components.

Hi , Thank you for your time. My problem is not in the viewport of editor. I am having issue with view port within the blueprint class. Focus with hotkey F will not work inside blue print.

As I said, Components are within the Blueprint Viewport and not within the Level Viewport :slight_smile: hotkey F works in every Viewport. The problem within Blueprints is just that you need to make sure to click into the Viewport before hitting F.
I am not sure if that would solve your problem but at least it centers and zooms your cam onto the component that might still be invisible due to scaling or visibility settings :slight_smile:

Hey. hth means “Hope That Helps”. At least this is the “official definition” when you look this up. In another context it means HowTheHell XD I am sure there are some other nasty meanings if someone wants to create or find them ^^ If someone punches me into the interface I probably need to check the definition again :slight_smile: So hth :slight_smile:

I am still stuck in same position. Please someone help me.

Would it be a problem if you just delete the missing Components and place them in again, with a littebit of re-wiring?

Since your question is still not marked as resolved, how is it going?

I have one blue print where my perspective camera is very far from the assembled models.

If I look at the thumbnails for every object used including the blueprint they look right is there some way that I could written over the default camera starting spot or a way to override it?

It is annoying to have to pick the model every time I open it and select the wrong thing from so far away hit F and then pick the item i want. I know I can select the object in the component but I have a ton of objects including all the lights, emitters, etc.

Another off topic question is the 2d emitter sprite for all emitters has been in this view port for almost 2 years. They show up in the other view ports fine.

I figured this out finally for my object it might help other people. For me the reason the camera was so far away from the blueprint object was that I had an emitter with a giant bounding box, you cannot see this in the bp editor but it takes this volume into account when deciding how far to push the camera back from the object. If you go through each emitter and check the bounding box setting it might be the cause. Once I reset the bounding volume on the emitter the camera move forward to the proper location.

Reason this is confusing is that the thumbnail image looks fine.

Inside the BluePrint :

  1. Go to Viewport TAB
  2. Click on a Component,
  3. Then Click in the viewport ,
  4. Then Hit F (focus) ,
    and BAM! everything is back!
    At least that worked for me after 2 days of searching,
    remaking my complex blueprint and end with an out of focus problem grrrrrrrr.
    The key part is:
    DON’T FORGET TO CLICK IN THE VIEWPORT AFTER YOU SELECTED A COMPONENT,
    then hit F , if you don’t click in the viewport (on a grey raster area) , F will not work.

Oh, might have been easier with my answer above (from 2016) :slight_smile:
“Just select the component in the Components Tab, make sure to click into the Viewport and hit F.”

Go into the blueprint whatever is the top root look at details panel on the right find HLOD and uncheck it “include actor in HLOD,” it show up in maps, etc this is for unreal engine 5 haven’t checked 4xx