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Broken transfer of visibility flags in multi-component objects #37

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NegInfinity opened this issue Oct 6, 2020 · 0 comments
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@NegInfinity
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Situation:

In Unity: active/visible gameobject with a sole mesh collider.

On unreal side this should be implemented as a StaticMeshActor where component visibility is set to false.
Currently this results in a visible collider.

Reason: There's no separation between object visibility and component visibility at the moment. ImportedObject should probably implement a flag and that should be used to affect visibility of individual components.

@NegInfinity NegInfinity added the bug Something isn't working label Oct 6, 2020
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