Set Actor hidden in game in sequencer

For a movie production want to define a sequence where an more than 200 objects disappear from the rendered video in different moments.

Using an actor track in the transform section I can’t control this parameter.

Visibility track is working for levels, so I will need to put every object in a different level to control in that way.

Right now the only way I find is to define a parameter collection controlling the opacity of a material, needing to replicate materials to have an unique material for every object and in that way controlling his visibility.

Any way to add this “Actor hidden in game” parameter in the Transform track of the actor? Or to control in another way for every of the 200+ actors?

Ok I can answer from myself: adding a StaticMeshComponent track to the actor in the sequencer you can add at this track another one with the Hidden in game parameter.

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To hide actors in the sequencer, select the actor in the World Outliner and then go to the Details panel. Under the Rendering section, there should be a + icon next to Actor Hidden In Game. Clicking on that icon will insert a key frame into the sequence to show/hide it in game.

313373-renderingsequencekeyframe.jpg

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This does not work with either method described here (one from davide445 and the other from Cairo009). It appears as if it would add the “Actor Hidden in Game” parameter but it ends up adding the “Visible” parameter instead – which is not the same thing at all. How can I actually get the flag I want? Is this a bug?

Hello
I am having the same question. I need to hide a full hierarchy or Folder from the game sequencer. The Folder named Cabin_OLD
image

Is there no way to hide other than manually setting Actor hidden in game?
Thats just impossible to do it when you have hundreds of actors
By the way I want to mention I am using UE for architectural visualisation, not complex scripting.

Have you found a solution to this? I also have many actors with thousands of children each. I would like to show/hide children by toggling the visibility of the parent actor in sequencer.

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@pbrgle1 Hello, sorry for late reply. Yes, someone on Youtube told me a better way to do it.
This is the video which is another topic but thats where I got the solution. How To Export as MP4 and MOV Video Files - Unreal Engine 5 - YouTube

I am copy pasting from his reply :

So what you can do is make another sequence, and put all of those objects in it and right click on all of them and convert them to spawnable which can be done all at once (this means that they won’t spawn when the sequence is not activated) then drag that new sequence into your original sequence and adjust the start and end points. This will be a single track with all of those objects that you can move around and adjust

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Hi, i`m coming back to this topic with another question.
I have a spawned actor in the sequencer but now If I delete the track, the actor will also dissappear.

Is there a way to undo or unspawn an actor?

EDIT
I think I found the answer : Convert object to possessable

The right and easiest way to solve this problem is to watch out this video https://youtu.be/xkpsuviu4Pg?si=I9nfprtQCUSohRlL

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The fastest way I found is to set Visibility to off on one actor, then copy the Visibility track and paste it on all the others. It works even when they’re folded.

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This method works Perfectly