I have a weapon class actor which has two SkeletalMesh components:
Arm
Weapon
The Arm is attached to the rootcomponent, and the weapon is attached to the arm.
Now, this class can be spawned as either left or right handed.
When it’s spawned as left handed, I simply multiply this weapon actor’s scale on the Y-axis by -1.0f.
The arms scale perfectly and are nice and symmetric with all animations working fine, however the weapon mesh, which is attached to the arm mesh via a socket does not scale correctly. There’s something funky going on there.
I’ve tried scaling the components as opposed to the whole actor, but get the same results.
Please see the screenshot below:
Thanks very much for the reply, but I’ve unfortunately already tried that without success.
Can’t figure out why this would be happening.
The terrible thing is, if I don’t get this approach working, I will have to physically duplicate the mesh and all animations and flip them outside of UE, import all of them and duplicate all the weapon code. That would really suck.
Sorry for missing this post. This is an issue that we have been looking into for a while. Unfortunately we do not currently have a solution or workaround for it, and we cannot provide any estimates regarding when we will have a solution. For now, we recommend not mirroring skeletal meshes this way.
Thanks very much for getting back to me on this one, I can only imagine how busy you guys are.
This is however quite unfortunate news, as this has a significant impact on both the workflow (having to duplicate and mirror the components and animations) as well as the weapon code architecture.
I’ll start some diabolic rituals involving large amounts of chanting and/or cat blood so long and hope for the best.