Parent scale takes child rotation into account?

The parent scale value doesn’t seem to behave how I’d expect it to.
It seems to take into account the rotation of the child, so it’s essentially just relative?

for example here’s an actor blueprint with a scene node and then the default cube as a child,
the child cube is rotated 45 degrees and the parent is scaled on the z axis.

What I’d expect is for the parent to ignore the rotation of the child and just scale it relative to the world, but as you can see from the picture below that’s not what’s happening.

UE4Editor_EW9XhnEGRW

UE4Editor_k2cCavL9I8

UE4Editor_eUH0tVz3FK

So this can’t be intended behavior right?

I tried doing the same thing in other engines and got the expected results.

Unity:
unity

Godot:
godot

and UE4 (Unexpected Results):
ue4

is there some place I can report this officially? didn’t really know where to post this.

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