Unreal Engine 5.2+ Plugin
Adds Enabled / Hidden / Collision toggle columns to the Scene Outliner. The closest UE equivalent to Unity's SetActive(false).
Open Source — UE 5.2+Disabling an actor hides it, stops tick, removes collision and suppresses BeginPlay via Blueprint guard injection.
With Blueprint modification enabled (default), TM Guard nodes are injected into BeginPlay, Construction Script and Tick. These persist in shipping builds.
Pre-disable hidden/collision state is saved via tags and restored on re-enable.
Enable H/C in Editor Preferences > Plugins > Toggle Master.
Right-click selected actors > Toggle Master States:
Enable / Disable actors with full state management.
Show / Hide actors in-game independently.
Enable / Disable collision independently.
Selected Actors or All Actors in Level. Use after connecting new nodes to guarded events on a disabled actor.
Category "Toggle Master" — all work in packaged builds:
All settings are under Editor Preferences > Plugins > Toggle Master and take effect immediately.
Modify BP on disable, never remove guards, guard Construction Script, guard Tick, auto-sync on compile.
Eye icon drives the E column for seamless workflow.
Show/hide E, H, C columns. Toggle between text labels and icons.
Show or hide individual context menu entries.
ToggleMaster ships as two modules:
TMFunctionLibrary, ToggleMasterTags. Ships in packaged builds.
Columns (E/H/C), context menu, ActorBlueprintPatcher, K2Node_IsActorEnabled, settings. Editor only.
IsTemporarilyHiddenInEditor() each tick (no delegate in UE5).