Problem with scale and relative rotation of children actors.

I have an object with several actors that each have different relative rotations. when I change the scale of the root object in blueprint, each of the individual children actors scale along their own local axis. The engine doesn’t calculate a relative scale for each object based on their orientations. So if one of the children is laying on its side, and I scale the root object along the z axis, the object laying on its side scales in a different direction because it’s local z is facing another direction. I’ve been searching for a fix, but so far I’ve only found other people with the same problem but no solutions. I tried unrotating the children’s scale vector by their relative rotations, but it only seems to work sometimes. Any ideas?

It does look like that does happens, I had thought the fix would be changing the relative/world options on the scale of the individual objects/bp but it did not work, you should open an answer hub bug about it.

I saw that it had been officially requested over a year ago. So I’m not holding my breath. I had to brush up on some trig and figured out a tedious workaround for it though.