Hi, scaling objects do not respect the matrices of parents or children. At least there is no shearing in ue4. What you can do instead is use material’s WPO (world position offset) to squash the vertices in the same manner. I’ve built an example for you here:
Please note this will not update the collision of your sphere
edit: the comment “multiply the offset for squash. (values 0 - 1)” you can multiply under 0 and it will stretch the sphere in that direction rather than squash.
You can change the squash direction by updating the squashNormal variable. Best case I can think of for now is to use the sphere’s collision normal whenever it hits something.
getting collisions to work is going to be another exploration. What you could try is adding a sphere collision as the parent of this sphere, turning on setAboluteRotation node with event beginPlay, scaling it to match the intended squash of your mesh. I don’t now anything about this part… so Good Luck!