AttachToComponent doesn’t work as it should any more, if binding to a socket and preserving world offset, the world offset should be preserved.
Instead, now it flips away somewhere seemingly at random, and breaks any previously attached/parented setups, causing a lot of problems.
It can be reproduced in a fresh FPS template and try to position something somewhere on the FP player mesh (or any animated skeletal mesh), parent it to a socket and use preserve world offset, and the parented mesh rotation and position will not be where it should be.
Hi! My current workaround is to add a simple sphere skeletal mesh (that has a socket or bone ofc) and snap attach that to the sockets I would have attached the other meshes to. Set the dummy sk meshes to invisible and drag-drop attach the other meshes onto the new dummy sk meshes, and select something to parent them to in the drop down menu in the component options.
It will still get wierd offsets initialy but here you can move, rotate and scale the visual meshes to be where they should be.
(depending on use etc you might not need to parent in component settings)
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This is working even worse after the 4.19.1 hotfix… The results from “keep world scale” (or any other scale settings) while working in the bp editor now completely desyncs from what you see with what happens after the actor is placed in a level and the scale of the parented meshes are completely insane.
I’m really stressed for time so I don’t have time to look into it, I’ll just have to hotfix it somehow and move on for now…