How to change the scale of all migrated mesh assets?

When I tried to incorporate the purchased assets into my project, I realized that the scale was completely off when I actually placed the meshes.
All the migrated mesh sizes are different, so I would like to scale them all uniformly. Is there a good way to do this? There are hundreds of meshes, so modeling tools are not enough.

Hello there @Extrahdmi!

Checking around the community, it is currently not possible to affect the scale of all migrated assets at the same time, they need to be adjusted individually in your project, using the scaling tools in engine.

You could setup a blueprint to adjust the scale of the meshes along a desired logic, as seen in the thread below, but you still have the problem of every asset being a different scale. Implementing an “average” scale for everything won’t resolve the inconsistencies among each piece.

A good workflow to deal with this scenario, is to set up a reference plane, and systematically scale assets one by one, choosing one of them as your main reference, then adjusting their size accordingly. There’s an example of said process in the video guide below, please check it out:

1 Like

This means there are no tools available for migration, everything has to be set up in Blueprints, and changes have to be made on a per-object basis in the world, not on assets. I can’t imagine how much time is wasted on this task…

I’m sick of the poor scaling capabilities of this entire game engin.
Epic is negligent in running Fab, where anyone can submit assets, and leaving this problem unaddressed.