Issues with Visibility Track in Sequencer

  1. In clean project when I add Visibility Track for the Light Source it works only when Sequencer is open for the preview. When I run project in PIE/Standalone, Light Sources is always turned on.

  2. Visibility Track is now Integer? Changing properties of the keys is now requires to use keyboard and this is absolutely doesn’t looks user friendly for me.

  3. Unfortunately, I can’t repeat third issue with a clean project (for now), but in our project, after common different manipulations with sequences, Skeletal Mesh Actors also have issues with visibility. They start to hide themselves when they must be visible. Just like Light Sources always visible in first issue, they are always stay hidden. Debugging and ejecting the Player Controller in between shows that in Details window “Visible” property is influenced (always turned off). Only “Hidden in Game” checkbox is correctly processed by level sequences.

As you can see in this sequence below, my humanoid actor must be never affected by the light:

Summarizing, many of our cutscenes works well only when I use this helper function (see below) on every tick and for every object. The fact that this function fix every bug with visibility in all my sequences (and fact that I doublecheck entire project with Find References about “Set Visibility” function calling) points me to another fact that there is a bug with Visibility Track in Sequencer.

I can prepare cleanized version of my own project later. But only in private message.

Hi PrivetDime,

I have entered UE-35630 based off of yours and others’ reactions to the “Visibility” track. As you’ve noted, during gameplay the Visibility/Hidden in Game track ONLY switches “Hidden in Game”, which does nothing for lights.

Regarding issue #2, booleans are represented as 0/1, this is expected.

Regarding issue #3, it sounds like you don’t have a proper physics asset on your mesh. When you don’t have a physics asset set up, the mesh bounds are not altered when an animation is added. The mesh is not rendered when it’s bounds are no longer on screen. See here