How to keep the size of an object the same when attaching it to a box collider?

So I made these glowing decal actors which are basically receptacles for a specific actor/item type. When you pick up a certain actor, this decal will flash, indicating that you can place it in that specific place. This placing field decal has decal actor as it’s parent class and has a collision box component added to it so that I can

A) Check for line traces that block the visibility channel
B) Has the ability to attach actors to it.

So when the player looks at that flashing decal with the right object in hand and clicks on it, the item will be attached to the decal’s collision box component and the decal stops flashing.

The issue is that since I am using a collision box, I do not have the ability to add sockets to my class. When I call Attach Actor to Component, I use Snap to target and Weld Simulated bodies, but I cannot specify a transform for the object once it is attached.

So what happens is that a small item I attach to the collision box suddenly becomes 10 times bigger and is standing upright instead of lying horizontally, since I cannot use a socket in which such things could be handled.

So my big question is: How do I figure out what scale I need to divide the scale of my attached actor by to make it keep the same size between the world and the relative space of the collision box once it is attached?

Rather than snap to target, you want to use keep world for the scaling rule.
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