When a static mesh has the property Affect Indirect Lighting While Hidden enabled, toggling its visibility via the Outliner eye icon does not hide the mesh in the editor viewport. The actor remains visible even though it cannot be selected or interacted with. This behavior occurs in UE 5.6 and a recent source build from the Main stream. The issue originates in the UPrimitiveComponent::ShouldComponentAddToScene() method, which ignores the request to hide the primitive when toggled through the Outliner.
A workaround was shared to the licensee, which involves modifying the return line in this method to:
return bSceneAdd && !bIsTemporarilyHiddenInEditor && (ShouldRender() || ((bCastHiddenShadow || bAffectIndirectLightingWhileHidden) && !bIsHiddenInEditor) || bRayTracingFarField);
Additional from support vendor:
I wanted to add something important that is missing in the description field. This issue occurs only when the view mode is set to Path tracing.
1. Create an empty project.
2. Place a Static Mesh Actor in a new level.
3. Enable Affect Indirect Lighting While Hidden on the mesh component.
4. Set view mode to Path Tracing.
4. In the World Outliner, click the eye icon to hide the actor.
Expected result: Actor is hidden in the viewport.
Actual result: Actor remains visible in the viewport but cannot be interacted with.
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-352621 in the post.
| 0 |
| Component | UE - Editor |
|---|---|
| Affects Versions | 5.6, 5.7, 5.8 |
| Created | Nov 5, 2025 |
|---|---|
| Updated | Dec 8, 2025 |