[4.1] GLTF: Preserve node visibility on import

This commit is contained in:
Aaron Franke 2024-11-05 19:11:05 -08:00
parent a42495a6c1
commit fd108689f3
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3 changed files with 9 additions and 6 deletions

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@ -306,6 +306,7 @@ void SceneImportSettings::_fill_scene(Node *p_node, TreeItem *p_parent_item) {
mesh_node->set_transform(src_mesh_node->get_transform());
mesh_node->set_skin(src_mesh_node->get_skin());
mesh_node->set_skeleton_path(src_mesh_node->get_skeleton_path());
mesh_node->set_visible(src_mesh_node->is_visible());
if (src_mesh_node->get_mesh().is_valid()) {
Ref<ImporterMesh> editor_mesh = src_mesh_node->get_mesh();
mesh_node->set_mesh(editor_mesh->get_mesh());