NegInfinity / ProjectExodus

Project Exodus - Unity to Unreal scene/project transfer tool.
BSD 3-Clause "New" or "Revised" License
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Broken transfer of visibility flags in multi-component objects #37

Open NegInfinity opened 4 years ago

NegInfinity commented 4 years ago

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.