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

Hello,

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
    Result:
    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
    Result:
    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!