Yeah, I had tried their actual mirroring button and discovered the same thing (just applies a -1 scale), so sadly that doesn’t help any.
My second point about being able to throw grouped objects into the content browser was mainly about creating nice libraries of prefabs for easy placement and world building. Hierarchies and groups that only live in a given level’s outliner don’t really help since I can’t easily fly over to another part of the level that I’m populating and quickly drop a pre-arranged collection of actors into the world unless they’ve been turned into a blueprint. Throwing those arranged groups of actors into a blueprint does work, but it seems like an enormous waste, partly because if I want to have smaller actors that are already blueprints themselves (say an individual drawer with an open/close blueprint interaction script) and then arrange multiple instances of those into a collective group/prefab, I can’t really do that because blueprints currently can’t stack inside one another.
The scaling issue is the big one that just blows my mind though, as I’m just having a hard time imagining a full game being constructed by a team of world builders who can’t mirror pre-arranged groups of assets or scale them up or down by ~10% to fill the odd gap (imagine you made a detailed building and constructed a corner of it out of a number of different instanced meshes but couldn’t simply mirror that to create the corner on the opposite side of the building). This behavior is present no matter what combination of blueprints, groups, and hierarchical parenting I set up (groups in blueprints, parent/child in blueprints, parent/child in groups, etc.).