#Making "hidden in game" and "visibility" variables change in sequencer
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Making a thread out of this now..
Here is an example of how I set the hidden in game property:
And here is how I then change the visibility:
Of course I exposed the boolean variables to sequencer and I can key them, the blueprint just doesn´t update.
It only updates when I change the checkbox in the details panel.
I also tried adding a sequencer event or repeater event and linking that to the visibility functions, but that also doesn´t seem to take into account whats animated in the level sequence.
Nevermind, I just needed to plug both the visibility event and the visibility update event into the event tick and now it updates correctly without me having to run the whole construction script in sequencer...
Nope, that wasn´t it. Was fooled once more by the script updating when getting compiled.
I´m having a logic-block again...
Once more, here is what I want to do:
- I have visibility overrides for a few sets of meshes (aka layers).
- I need to be able to override them, so I can just nest the main sequence to render into a "Layersequence", where I then ONLY need to turn on or off the layers with a keyframed boolean.
- I ALSO sometimes need to then overrride the visibility of single meshes within a layer.
So, the whole layer is keyed to be hidden, then I add the single mesh and keyframe it to be NOT hidden.
The purpose of this is that I can then add all "layersequences" one after the other in a movie render queue, instead of waiting for each to finish, manually update these layer settings and render the next layer.
Whatever I´m doing, it just doesn´t seem to update when I hit PIE (or render), even though the switches are clearly working when I manually set them in the blueprint, they don´t update when they are keyframed in the sequencer.
There is one more thing I´m going to try, which is to completely remove the visibility function from the construction script (as its not set to running in sequencer due to performance issues) and ONLY have it in the event graph with "begin play" and "event tick".
The missing part was The purpose of this is that I can then add all "layersequences" one after the other in a movie render queue, instead of waiting for each to finish, manually update these layer settings and render the next layer.
Did you check out the new movie render graph? It has modifiers/layers for this https://dev.epicgames.com/community/learning/courses/5JE/unreal-engine-using-movie-render-graph/Mpwx/unreal-engine-mrg-introduction
No, I haven´t. I figured since the components of my layers are all inside ONE blieprint actor, I couldn´t do much more than hide that actor, which obviously isn´t what I need.
I found this while skipping through the description:
"
Note that there is a current limitation on tagged components. Those will not be retained in the level when the actor re-spawns due to Blueprint reconstruction. To tag components you will need to apply these render tags to the asset rather than the actor."
So, if I read that correct, it might be possible to get the actors based on tags.
But then that would probably still conflict with any overriden visibility/hidden in game keys on any component that also has a tag in the blueprint.
I´d really rather just fix this in the blueprint than having to dive into the new movie graph, only to find out its not possible there anyways...
Gosh darn it.
This is driving me nuts.
I´m sure I´m just having a mental block or something because I literally cannot believe I am the only person on the planet whos tried to set visibility/hidden in game on a bunch of meshes and then couldn´t override these values in sequencer...
Actually one of the issues once more was with incorrect bounds settings, so it DID work as I had set it up.
But it still ONLY works if I not only set the keyframes for the visibility bool variabls in sequencer, but then also physically toggle them in the blueprints details panel...
I do not understand this, at all and I can´t find ANYTHING even remotely related to this issue.
This is insane.
I´m going to do the only sane thing that Chat GPT suggested in 3 hours:
test it in a simplified blueprint...
Yeah, that only confirmed it.
Didn´t work there either.
I think I figured out a workaround though.
I can add a delay node after the event tick for 0.2 seconds after the visibility function and then disable the actor tick after that.
Now I can keyframe the group booleans by setting their keyframe at frame 0 and if I want to override single meshes from the groups, I add them as separate tracks and key their visibility from 0 at frame 0 to 1 at frame 1.
Its not as simple or elegant as I´d like it to be, but if this works after more testing, I´ll have a working solution at least...
Yeah, no, still not working.
The visibility set in the blueprint based on tags always overwrites any visibilities I animate in sequencer for any of the meshes containing the tag.
I could REALLY use some help, because it makes working with this blueprint so much harder.
What I need to do now is:
- Set visibility per layer (based on the game tags) to set them to visible or invisible.
- Add the skeletal meshes I want visible separately into the level.
And then of coruse match any animation I´ve set via the blueprint again.
Thats ok, if I have for example 3 muscles I need to show separately, while all the other 200 muscles are invisible.
But I can´t deal with it the other way around.
If I want 200 muscles visible and only hide 3 of them, I have to add the 200 separately to the level/set animation etc.