Non-Uniform Scaling on Rotated Actors - Reproduce 3DS Max Behaviour?


We would like to reproduce the 3DS Max scaling behaviour on our actors, but we weren’t able to find a way to do it.
Can you help us? :slight_smile:

Here are the details (With videos):

In 3DS Max ( Video)

  • Create 2 cubes and rotate only 1 of them
  • Select both cubes
  • Scale non-uniformly the two cubes together
    The two cubes stretch around the selection’s pivot point

In Unreal ( Video )

  • Create 2 cubes and rotate only 1 of them
  • Create an empty actor and attach both cubes under it
  • Scale non-uniformly the empty actor
    The two cubes scale around their own pivot point

In short,
Is it possible to scale actors from the center of the selection?
Any solution is greatly appreciated! Either C++, BP, or even a simple checkbox that we didn’t see in a menu somewhere :stuck_out_tongue:

Thanks a lot!