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fix(unreal-mcp): pitfall 21b rewritten from live video production — hide sprites at source
Post-hoc sprite removal is a losing battle (three inpainting strategies failed QC on letter-edge overlap frames). The production answer: sprites are BillboardComponent/SpriteComponent/ArrowComponent subobjects — set bVisible:false via ObjectTools (remove_component fails on default subobjects), swept scene-wide in one ProgrammaticToolset script (148 actors, 13 sprites, one round-trip, verified).
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1 changed files with 22 additions and 6 deletions
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@ -290,12 +290,26 @@ capture the viewport, `vision_analyze` it, and art-direct (silhouette,
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exposure, horizon placement, scale against human height). The user is
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non-technical; you are the one with eyes on both the brief and the frame.
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### 21b. Editor screenshots show sprite icons that look like content
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### 21b. Editor sprite icons appear in captures — hide them at the source
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Viewport captures in the editor include per-component sprite icons (light
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bulbs, speaker/Niagara icons). They are editor overlay, NOT your scene —
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particles especially: an editor screenshot is not proof a Niagara effect is
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emitting. Verify effects via the actor's active state or a PIE capture.
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Viewport captures include per-component editor sprites (light bulbs,
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speaker icons, and the plain grey/blue billboard every empty Actor gets).
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They are editor overlay, NOT scene content — and for video/hero work they
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photobomb every frame. Do NOT try to remove them in post; a sprite
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overlapping scene geometry defeats 2D cleanup (live-verified: three
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inpainting strategies all either smeared letter edges or left outline
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pixels).
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Fix at the source, before capturing: sprites are real components on the
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actor. `ActorTools.get_components` → find `Billboard`/`Sprite`/`Arrow`
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components → `ObjectTools.set_properties` with `{"bVisible": false}` on
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each (round-trip verify). `remove_component` fails on construction-time
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default subobjects ("Could not find subobject handle") — hide, don't
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remove. Sweep the whole scene in one ProgrammaticToolset script: iterate
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`find_actors`, hide every matching component (verified: 148 actors
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scanned, 13 sprites hidden, one round-trip). An editor capture is still
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not proof a Niagara effect is emitting — verify effects via actor state or
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a PIE capture.
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### 21c. The viewport axis gizmo survives bShowUI=false — plan a post-crop
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@ -305,7 +319,9 @@ bottom-left XYZ axis gizmo is still burned into every frame
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y≈1350, x<300). For video/hero deliverables, compose with spare margin and
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crop it out in post (e.g. a 16:9 punch-in via ffmpeg
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`crop=2027:1140:0:180,scale=1920:1080`) — deterministic across every frame
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of a sequence, no per-frame edits.
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of a sequence, no per-frame edits. Unlike the gizmo, actor sprite icons
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CAN be removed at the source — hide their components before the shoot
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(see 21b); do that instead of post-cleanup.
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### 21d. Frame sequences: one client session, serial captures, resumable loop
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