Is scaling static meshes that bad?

In my opinion scaling imported meshes inside any engine is not performance wise. The engine has to calculate every mesh another time to that scale, caused by unreal/you. That is x2 calls for each mesh inside the runtime calculation. I wouldn’t go for that. However, internal primitives, like the box, cylinder, sphere etc. can be scaled at any time. The “scale” here is nothing more than the initial value you change. Hope that makes sense :wink: