# Scale Socket Bug

**URL:** <https://forums.unrealengine.com/t/scale-socket-bug/317281>\
**Category:** Character & Animation\
**Tags:** socket, bug, unreal-engine, scale, question\
**Created:** [May 3, 2015, 6:35am UTC](https://forums.unrealengine.com/t/scale-socket-bug/317281 "2015-05-03T06:35:05Z")\
**Posts on this page:** 6\
**Page:** 1

<div class="post-metadata">

**Author:** ![anonymous\_user\_d22fd677](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_d22fd677](https://forums.unrealengine.com/u/anonymous_user_d22fd677)\
**Post date:** [May 3, 2015, 6:35am UTC](https://forums.unrealengine.com/t/scale-socket-bug/317281/1 "2015-05-03T06:35:05Z")

</div>

So I have imported a skeletal mesh from blender. Due to the scale differences, when i import i set the scale from 1 to 100.

Next i put a socket on the animation of one of the bones.

Then I attach via blueprint a static mesh to this socket.

Use it in game and you will see that there is a bug where that attached static mesh is now 100x its normal size!!  
A work around(hack) for now is to set the socket scale to 0.01. But this is rather annoying to have to setup each time we want to use sockets.

---

<div class="post-metadata">

**Author:** ![Lovecraft\_K](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Lovecraft\_K](https://forums.unrealengine.com/u/Lovecraft_K)\
**Post date:** [May 4, 2015, 4:33pm UTC](https://forums.unrealengine.com/t/scale-socket-bug/317281/2 "2015-05-04T16:33:14Z")

</div>

Hi Gibbz -

I have reported the issue as UE-14916 and will keep you informed as we investigate this issue. In the meantime, the most correct workflow would be to adjust the size of your skeletal modeling in Blender to use the cm scale so you will not need to scale up the model when you import the mesh into the engine. This is the preferred workflow when importing from most modeling programs.

Thank You

Eric Ketchum

---

<div class="post-metadata">

**Author:** ![Stefan\_Lundmark](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Stefan\_Lundmark](https://forums.unrealengine.com/u/Stefan_Lundmark)\
**Post date:** [July 8, 2015, 2:21pm UTC](https://forums.unrealengine.com/t/scale-socket-bug/317281/3 "2015-07-08T14:21:56Z")

</div>

Any progress on this? It’s not trivial to rescale a rigged mesh and the option to do it in the editor is pretty much useless if it doesn’t work for sockets and attached meshes.

---

<div class="post-metadata">

**Author:** ![Lovecraft\_K](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Lovecraft\_K](https://forums.unrealengine.com/u/Lovecraft_K)\
**Post date:** [July 8, 2015, 2:41pm UTC](https://forums.unrealengine.com/t/scale-socket-bug/317281/4 "2015-07-08T14:41:30Z")

</div>

Hi Stefan -

UE-14916 is still under investigation but has not been backlogged. If you have a model that was completed before adhering to the cm scale, you can scale it on FBX output from Blender and bring in the asset 1 to 1 without the socket scaling issue Gibbz mentions.

Thank You

Eric Ketchum

---

<div class="post-metadata">

**Author:** ![Stefan\_Lundmark](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Stefan\_Lundmark](https://forums.unrealengine.com/u/Stefan_Lundmark)\
**Post date:** [July 8, 2015, 6:02pm UTC](https://forums.unrealengine.com/t/scale-socket-bug/317281/5 "2015-07-08T18:02:37Z")

</div>

Thanks for your reply Eric, but this leaves me with the exact same result as when I do it from within the editor.

This is really frustrating.

---

<div class="post-metadata">

**Author:** ![Ares9323](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/ares9323/32/1194521_2.png) [@Ares9323](https://forums.unrealengine.com/u/Ares9323)\
**Post date:** [June 16, 2025, 4:21pm UTC](https://forums.unrealengine.com/t/scale-socket-bug/317281/6 "2025-06-16T16:21:53Z")

</div>

> [@anonymous\_user\_d22fd677](#):
>
> Use it in game and you will see that there is a bug where that attached static mesh is now 100x its normal size!!

Wow, It’s always nice to see 10yo posts marked as “resolved” while the bug is still very present in the latest engine version (5.6 right now), not to mention that the controls to scale the sockets are completely broken:

When you drag and release a different value is submitted:

If you spam enter, a new value is added/removed every time

If you paste a value it’s you get something completely different…

> [@Lovecraft\_K](#):
>
> the most correct workflow would be to adjust the size of your skeletal modeling in Blender to use the cm scale so you will not need to scale up the model when you import the mesh into the engine

P.S. I’m using cm in blender and my scale is right when I import the mesh…
