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!