How to toggle actor visibility to a certain camera?

Hello all, I am aware that there have been some questions that overlap with what I am asking, but they are not specific enough. Currently, I am building a radar grenade. Essentially, the enemy (known as AI) will be invisible to the radar camera that hovers above the player. The player will be playing in first person, so he will always be able to see the enemy if it is in his line of sight. If the player tosses out a radar grenade, it should make any enemies within its collision sphere visible on the radar. Currently, I have made the enemy invisible to the radar camera when it is not overlapping with the detection radius of my radar grenade. However, I cannot seem to make it reappear when it does overlap with the grenade. My intuition tells me there is something wrong with my show AI function, but I could be wrong. Snapshots of my current work:

Maybe I don’t understand the context, in your hide_ai BP, you specifically get Capture Component 2D and link it as a target for show component. Is there a reason why in your show_ai BP, you link directly from Get Actor from Array? I don’t know what that BP_Mini Map class looks like, so I’m just wondering.

I wonder if it would fix anything if specifically use Capture Component 2D as the target instead.

That’s where I’m struggling right now. I can’t find a way to undo the hide component part. The closest thing I can find is the set actor hidden node, which will only take an actor, not a component. The set actor hidden node can be toggled with a boolean, and the hide component node does not have the option of being toggled. I have read that there is some sort of list for hidden components, but I do not know how to access that list. I have included the blueprint for the minimap below if that helps.

I don’t have my engine open right now, but have you tried the Set Visibility node since that can be connected to a component and can be toggled? I don’t see why it can’t be used in conjunction with your existing ForLoop. At work right now, but perhaps both BP’s can just use that?

I considered that node, but that would just flat out hide the enemy. I want to toggle the enemy’s visibility in relation to the radar camera depending on whether it is overlapping with the radar grenade. What I have currently will hide the enemy in relation to the radar camera only which is partially what I want. The radar grenade just won’t show the enemy on the radar when I want it to.

Hmm… I will have to try out a few things when I get home, but you should be able to Set Visibility specifically to the component (Capture Component 2D) that you want instead of hiding the whole enemy. Will research!

The node takes one component in. If I were to connect the capture component to it, it wouldn’t know what specifically to hide. But I do see your point.