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Auto Hide Any Mesh BP at Runtime Based on Distance From Player Character.

Auto Hide Any Mesh BP at Runtime Based on Distance From Player Character.

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DESCRIPTION

Optimize your Unreal Engine project by automatically hiding, disabling, or destroying meshes and Blueprints based on the player’s distance. Perfect for complex Archviz scenes, interactive environments, translucent materials, and performance-heavy Blueprints.


Full Product Description

Do you have meshes or complex Blueprint actors in your Unreal Engine project that should only remain active when the player is nearby?

This Blueprint system gives you complete control over when any mesh, actor, or Blueprint should stay visible, become hidden, deactivate logic, or be completely destroyed based on the distance from the player character.

It is especially useful for Archviz scenes and interactive environments where certain objects contain:

  • Multiple meshes
  • Expensive translucent materials
  • Opaque + translucent material combinations
  • Dynamic lighting
  • Animations
  • Tick events
  • Complex Blueprint logic
  • Particle systems
  • Interactive elements

Instead of keeping these expensive actors active all the time, this Blueprint automatically monitors the distance from the player and performs the action you choose.

You can:

  • Hide the mesh when the player is far away
  • Disable the entire Blueprint logic
  • Stop Tick and expensive functions
  • Turn visibility back on when the player comes closer
  • Completely destroy the actor after a specified distance
  • Use different distance thresholds for hide, disable, and destroy

This gives you far better control over runtime optimization and can significantly improve performance in large scenes.


Main Features

  • Automatically checks distance from player character at runtime
  • Works with any mesh, Blueprint actor, or actor containing multiple meshes
  • Supports both static meshes and complex Blueprint setups
  • Destroy actors after a chosen distance
  • Supports translucent, opaque, and mixed-material actors
  • Reduce FPS drops caused by expensive Blueprint logic
  • Great for Archviz, large environments, VR, walkthroughs, and interactive scenes
  • Easy to add to existing projects
  • Fully Blueprint-based
  • No coding required
  • Simple and beginner-friendly setup

Example Use Cases

Archviz Interior Scenes

Hide decorative objects, furniture, glass partitions, or complex lighting Blueprints in rooms the player is far away from.

Exterior Environments

Automatically disable distant vegetation Blueprints, interactive props, signage, or detailed architectural elements.

Heavy Material Setups

If you have a Blueprint with translucent glass, emissive materials, decals, and expensive effects, this system can disable or destroy it when the player is too far away.

VR Projects

Maintain higher framerate by keeping only nearby objects active.

Large Interactive Projects

Disable complex logic and interaction systems until the player approaches the object.

Improve Performance Instantly

Automatically hide, disable, or destroy expensive actors based on distance from the player.

Works With Any Actor

Supports meshes, Blueprints, translucent materials, particles, lights, and complex logic.

Perfect For Archviz And VR

Keep your project smooth and optimized without manually managing every object.