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SplineMeshComponents don't consistently Hide.

I have an actor that I would like to HideInGame. It has a USplineComponent and n number of USplineMeshComponents.

When I hide the actor or the USplineMeshComponents, they don't consistently hide.

Here is how I create them:

 _splineComponent = CreateDefaultSubobject<USplineComponent>(TEXT("Path Spline"));
 _splineComponent->AttachToComponent(RootComponent, FAttachmentTransformRules::KeepRelativeTransform);
 _splineComponent->bStationaryEndpoints = false;
 for (auto i = 0; i < defaultInitialNumberOfSplineSegmenets; ++i)
     auto splineMeshComponent = CreateDefaultSubobject<USplineMeshComponent>(*FString::Printf(TEXT("Spline Mesh Component %i"), i));

The _splineSegementPool is private and isn't being accessed except for setting HiddenInGame, setting the USplineMeshComponents locaitons, tagents, and scaling or exposing the dynamic material instances on the segments to blueprint.

Here is how I attempt to disable them:

 void AXXXXXXXXXXXXXX::DisableAllSplineSegments()
     for (auto splineSegment : _splineSegmentPool)

The details panel in the UE4 editor shows that sometimes the USplineMeshComponents don't get their SetHiddenInGame set. I have attempted using a Blutility to toggle them for their hidden in game to test, the results are inconsistent. I also have attempted hiding them every tick that I don't need them. This still ends up with sometimes they aren't hidden in game.

 void AXXXXXXXXXXXXXX::Tick(float DeltaTime)
     if (!IsEnabled())

I'm at a loss. Is there something I'm missing or I didn't create the components correctly or is this just a bug.

Any help would be greatly appreciated. Thank you.

PS. Yes, I have attempted just hiding the actor.

Product Version: UE 4.15
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asked May 19 '17 at 02:42 PM in C++ Programming

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