How to flip (mirror) an actor correctly?

When I try to scale the actor *-1 on the symmetry axis it sort of works, but only for a single mesh. When it’s an actor with many SM components, it doesn’t work correctly:

Is there any way to correctly flip an actor with SM components?

You can see that the difference is minimal, it’s visible where the boxes meet. But it’s incorrect.

When it’s an actor with many SM components

Wouldn’t be surprised if the actor’s transform was affecting it somehow. Does it happen when the actor is at 0,0,0?


What if you:

Instead of the actor? Nowhere nearly as convenient, though.

Thanks, just tried both, but the result is the same. I’ve tried both doing it at 0,0,0 (both location and rotation) and ForEach’ing the SM components like this. Interesting :thinking:

Update: Changing the component hierarchy fixes it (e.g. it seems correct when the components are not nested, but all under one root component)! I’ll investigate it more later and post the results.

1 Like

What fixed it in my case: Creating an extra root component (I’ve named it ‘RootForMirroring’) and parenting all the SM components to it. Then it mirrors correctly. As far as I see, the components can even be nested then, the important thing is to have one ‘master’ scene component above them all.
Not sure if that makes difference, but I also set the scale of the RootForMirroring component directly (SetWorldScale3D), not the whole actor.

1 Like

Got it! Clever. Added it to the list of UE quirk list.


Interestingly enough, this would allow you to add / remove comps from said root or even move them beetween “roots” to mirror certain groups.

1 Like

Indeed, it’s a good side effect, more flexibility when mirroring :slight_smile:

This topic was automatically closed 30 days after the last reply. New replies are no longer allowed.