Issues with Visibility Track in Sequencer
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.
asked Sep 06 '16 at 10:03 AM in Bug Reports
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
answered Sep 06 '16 at 08:08 PM
Follow this question
Once you sign in you will be able to subscribe for any updates here