You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
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.
The text was updated successfully, but these errors were encountered:
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.
The text was updated successfully, but these errors were encountered: