[bug] relative scale in socket manager doesn't effect attached mesh

Hi,

When adding a socket in the socket manager of a static mesh the relative scale has no effect on the attached mesh (both in preview and in realtime). I currently hacked it in our code, but its nearly unworkable because you have to re-open a blueprint each time you move the socket… The other solution i can think of is importing the meshes in the correct scale, but that would mean duplicating meshes in our case, since many objects use the same mesh in a different scale.

According to the documentation this should be possible: Using Sockets With Static Meshes in Unreal Engine | Unreal Engine 5.2 Documentation

ps. any workarounds available?

Thanks!

Hi ,

So the RelativeScale problem is entered in our system as UE-26554 and has been fixed for a future release.

I was able to reproduce the problem where the updates to your socket don’t appear until you recompile a BP and have entered it in our system as UE-29461.

Thanks for reporting this.

-.

Can you confirm that in the future it will also work in the mesh editor itself (using a preview mesh in the socket)? Thanks!

I just tested the fix out and it does work with the preview mesh