Scale for Custom NPCs no longer working

Hi, the bug was not fixed in 35.00. Scale NPC still doesn’t work and whatever scale is set in the blueprint, we still get the standard mesh scale.

Yup, still running into this issue after 35.00

I can confirm this is still an issue even after v35.00 dropped

Still an issue @Flak

Still not working in 35.00.

@Flak hi, are there any updates? There is still a bug in 36.00.

Still not working

@Flak any news on this matter? Still not working

Still an issue. Since npcs came out

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Any updates?

Still an issue

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@Flak When is this going to be fixed? Really annoying, any info?

It is bug of core device that is ongoing for 15 months…

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If you use custom animation, you need to rescale animation because animation scale override the BP scale

Yeah, you can fix that by reimporting mesh and animation separately at different scales as I wrote above… but it is just annoying when you deal with more characters and want to test some stuff etc, fixing resize within the blueprint editor is the only user friendly option - which has been broken for so long.

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Please fix this.

Hello @Flak, is there any update on this? The update that was supposedly going to fix this in May did not. It has been 6 months since then and since the last response on this, plus 11 months on top of that since the original report

so, I too have been battling with this one… was just using custom verse code to control a prop asset, but obviously has ALOT of drawbacks not being able to just use a NPC behaviour file with all states built in.. anyway, I finally figured out how to make this work.

Open skeletal mesh > model > triangle edit. select the entire mesh, then use the scale tool to resize, it’s hard to see in my example, but it’s in there, the little white box you use like on any other prop to scale.