Owner No See Tags are ignored when Static Mesh Actor is placed in Level vs dynamically spawned in Level

Steps to Reproduce

Project Sample has been attached.

  1. Open Unreal and create a new blank Blueprint project.
  2. Create a new StaticMesh Actor Blueprint "Bp_Test".
  3. Open Bp_Test's Event Graph and Drag off the BeginPlay Node-> Call set owner node, then set owner to the Player Pawn
  4. Go to Bp_Test's Root Component details and check "Owner No See";
  5. Place an instance of this Bp_Test into the Level via Editor;
  6. Open the Level Blueprint and spawn an instance of the Bp_Test Actor Blueprint;
  7. Press Play.

Results: Bp_Test actor that was placed into the editor is still visible.

Expected: Both Blueprint Test actors are not visible.

Regression: Yes

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Affects Versions4.224.23
Target Fix4.24
Fix Commit8213768
Main Commit8493028
Release Commit9552237
CreatedAug 21, 2019
ResolvedAug 22, 2019
UpdatedOct 28, 2019