Hi! I’m new to UE and I’m sure this is a very noob question, but I can’t seem to understand how this works:
How do I adjust the scale of a parent / root object without scaling the child objects? I don’t mean in the code or in blueprints, I mean literally just disable the “parent scaling affects child scale” for 10 seconds so that I can adjust the size of the parent object in the editor.
I do want the parent <–> child scaling functionality to exist after I’ve adjusted the parent size so I don’t want to set the child’s scaling mode to World, which was the main answer that Google gave me. What’s the correct way of doing this?
That’s probably not what I’m after here if I understood your suggestion correctly. Maybe I’ll need to elaborate:
I have a player character comprisign of a collision cylinder (parent) and a mesh (child), and I’d like to adjust the scale of the collision cylinder visually inside the editor so I can actually see how well the collision component matches the visible mesh. However, because of the parent-child -relationship, whenever I modify the scale of the cylinder, the mesh gets scaled too. What I’m after is how to temporarily disable this from happening so that I can perform the scaling adjustment to the parenting collision cylinder without affecting the scale of the mesh which is the child?
Thank you, that worked perfectly! For some reason I didn’t even consider temporarily removing the mesh, just looked for a way to disable the “rootness”, but this did the trick