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.
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.