Instead of moving the actor underneath the stage, another trick would be to make the meshes spawnable during the execution of the sequence, that way they’ll only exist while the sequence is playing. If you needed to track with your camera an “spawnable” actor, you can add the “Actor to track” track to the camera component.
This is what should be done. You’ll go into the animations and convert the meshes to spawnables.
So two things. Firstly, another solution I THOUGHT I found is the ‘Visibility’ parameter. This seems tied to the camera, though, so if the camera is spawnable (and you set the visibility outside of the life of the camera) then this doesn’t work.
Secondly, to make it spawnable you need to right click on the ACTOR in the sequencer and it’s the second option from the top (in v 5.3, at least). Simply making it spawnable will make it disappear when not in the sequence.
You could easily use events and on start, spawn the actor and keep a reference and at the end, dispose of the actor. I’ve not tried it myself but I can’t think of any reason why it wouldn’t work. You’d need to do this in the level blueprint I would imagine.