How can i hide a group of meshes?

I want to hide a group of meshes when a press a key. This is possible?

Hi ,

If you want to hide any objects, you can use a toggle visibility to set the actor visibility on or off. If you need to turn off the collision as well, use a flipflop between two set actor enable collisions, one is true and one is false. This way, when you hide the actor you cannot collide with it, when the actor is visible you can. Now, if you want it to only disappear once and not be toggleable, use “set actor hidden in game” or “destroy actor” depending on your needs. If you want them to disappear but not be destroyed, use set actor hidden in game paired with a set actor enable collision (false). If you no longer need the objects, destroy them so it won’t take up any more space.

I want to know if its possible to hide a group of meshes all in The same time. In editor i have my walls grouped and i want to hide these walls. I know how to hide a single mesh but don’t know if its possible to hide a group. Also, not only hiding by moving and changing their material at the same time.

Hi ,

You can hide them all at the same time, you just plug each instance of the object that you want to hide into the “set actor hidden in game” node, or similarly you can create a “set actor hidden in game” node along the same function for each instance that you want to hide, but the first method is probably cleaner.

Thank you for this information, but i want to know if its possible to hide a group of objects, not hide individual objects but tell the game to hide “that group of meshes” and then it hide all the meshes in this group.

I think there is a bug, hiding a group of objects (actor group) doesnt hide the objects. I think this is a good feature to implement because the blueprint will be more cleaner.

Hi ,

Thus far I haven’t been able to reproduce your results on my end. I attempted to hide a group of various actors to test and see if multiple types of objects may be the problem. Are you attempting to hide blueprints? If so then you have to use the “set actor hidden in game” and “set enable collision” simultaneously. I am attaching an image of what I did on my end that seemed to work. Keep in mind if you are using this in the level blueprint it works the way I placed it, however if you are doing this in the player controller you may have to cast to objects to make this work.

Try this: Take some staticmeshes and group then. Now select the group you created something like GroupedActor1. Go to your blueprint and put a reference to GroupedActor1 and link it to Set actor hidden in game. You see that the meshes that are child of the GroupedActor1 will not hide. There is no effect on them.

Hi ,

This is intended functionality. The group actor is hidden, however this will not affect the child components. This is because the group actor is primarily for organization. To hide the individual components, you must select the individual components and hide them, not the group actor as a whole.

Ok, thank you very much.

hi thank you @ for your comment regarding turning off collision as well :slight_smile: