Skeletal mesh always transforms after attaching

Using 4.14.1, attaching a skeletal mesh always transforms to the parent mesh, no matter the transform setting selected (on attache). If needed i can email the mesh to someone.

To replicate, transform a character below 1, then attach a skeletal mesh with transform 1, on runtime to a different socket.

Hi unit23,

How, exactly, are you attaching the mesh. Are you attaching in runtime with the an AttachToActor in the level blueprint or creating a new component in your character and using AttachToComponent?

Using the KeepWorld attach rule seems to work the way you’re looking for.

-Matt W.

Hi unit23,

We have not heard back from you in a few days, so we are marking this post as Resolved for tracking purposes. If you are still experiencing the issue you reported, please respond to this message with additional information and we will follow up.

-Matt W.