Rendering sequence shows widgets

So I need to make a video showcasing something for a game but whenever I render it out all the widgets I have like the health bar show on the render. I’ve been looking for ages and I can’t find any way to get rid of them except for straight up deleting them which I can’t very well do. If anyone knows how I would really appreciate it.

Thanks,

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Try toggling on Hide Hud on the level sequence actor you’re playing.

266239-sequencer-hidehud.jpg

I have the same issue that level sequencer opens up the widget that’s been hooked up on begin play event in the level blueprint. And it’s not going away by enabling Hide Hud above.
Any other solutions? Please

It is a very important question. Anyone at Epic can dedicate a couple of minutes to answer that?

I’m sure by now you have probably found some solution, but for anyone else struggling with this problem, there is a way to get around this issue.

I believe this issue is caused when we have a sequence that contains a sub-sequence. You can set the “Hide Hud” bool to true on the top-level sequence, but that doesn’t seem to get propagated down through the contained sequences. There doesn’t seem to be a way to do this (easily), and not having sub-sequences isn’t really an option. So, that seems to be the problem here.

The work-around solution that I used was to remove my BP_MainUI widget from the display via “Remove from Parent” within the widget blueprint itself. You can just leave the target as “self” and it should be removed from the screen regardless of how your sequences are set up. BP_MainUI is, as I am sure you can guess from the name, the main UI widget for my game. Luckily for me, I already have a state machine set up in my GameMode with delegates broadcasting state changes. I could just create a binding for that delegate from within the widget blueprint and handle the HUD visibility that way. And, I only needed to disable the HUD at the end of the level, so this work-around didn’t really inconvenience me too much.

Your situation is likely to be different, and I understand that this isn’t ideal in every case, but it does remove the HUD from the display so that your sequence can play nicely without a cluttered screen. You could add the HUD back to the screen once the sequence is over through the master sequence event track (I think). Not ideal, as I said, but it does work. Hope this helps someone and sorry for the long post.

Why do you post is as an answer? )))

I have seen this kind of workaround proposed also in other places. This can be a solution in some cases,but in the others it can not. In my cases I am developing a software on top of UE4 where UE must always exist and be seen, including when recording the sequencer to video in run-time.

I was facing the same problem and was applying multiple work-arounds through blueprint code to get the desired result and that too wasn’t perfect. Finally by fluke I happened to use ‘Movie Render Queue’ plugin for my other project and noticed that UI was not part of the final video. Same plugin I used with my original project and finally without any work-arounds I got the desired result. :+1:
Movie Render Queue is not enabled by default and it has to be enabled before it will start showing (I still use UE 4.27. I don’t know if the plugin is by default enabled in the latest versions). The plugin might seem a little overwhelming to people who are used to the original render sequence feature and will need to follow the documentation to actually learn how to use it. But once you get the hang of it, it is totally worth it.

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In case anyone down the line still have issues, I found that if you’re rendering from blueprints you need to add a a “Find or Add Setting by class” then set it to “Movie Pipeline Widget Renderer”, drag the return value and type composite and and the “Composite onto final image” node should pop up, drop that, enable to checkbox and link the return value from the find or add setting by class node to its target. Hope this helps

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