This issue is present in presumably every version of Unreal.
When non-uniform scaling a parent actor, the attached actor will not scale correctly if the object is rotated.
This issue is present in presumably every version of Unreal.
When non-uniform scaling a parent actor, the attached actor will not scale correctly if the object is rotated.
Steps to Reproduce
This issue is present in presumably every version of Unreal.
When non-uniform scaling a parent actor, the attached actor will not scale correctly if the object is rotated.
Outcome:
The the attached actor will scale/squash incorrectly. For example, if scaling the Z axis of the parent actor, the attached actor will also scale along its Z axis, even if that Z axis is not aligned with that of the parent actor.
Hi,
It seems that rather than a bug, this is moreso a limitation as shown in the following threads:
https://forums.unrealengine.com/t/parent-scale-does-not-account-for-child-rotation/293436
https://forums.unrealengine.com/t/scaling-multiple-actors-efficiently/658686
Since this is a feature request I reassigned the case to Epic so they can consider it and provide more insight on this.
As a workaround in the meantime:
1.) You can try merging the meshes: select all meshes you want to scale then use the modeling mode > Xform > Merge and then it becomes one mesh that scales properly.
2.) A bit more of a hassle, but removing the child and adjusting as needed before reattaching to the parent.
Regards
Hi John. Thank you for reassigning it to Epic!
Good day! I’m gathering thoughts from the team about whether/when we’d address it and will share an update early next week at the latest.
Hello again, here is the result from our internal discussion:
*Any statements I’m making here don’t apply to Scene Graph.
Sorry for the bad news, but I hope that clarifies why it’s not supported.
Thank you for the follow-up.
Glad to provide that info. I’ll close this question.