Skeletal Mesh Small in Mesh Editor

Hello. I have a skeletal mesh for a turret and I wanted to add sockets to it. I noticed that the sockets were massive and the ones in the documentation and elsewhere were tiny. I tried scaling the socket but that didn’t work. I added a preview mesh and…

as you can see the preview mesh engulfed the entire mesh and the platform despite being smaller than the turret in-game. I’m not entirely sure what to do and any help would be greatly appreciated. Thanks.

Are you sure that you use the right scaling for your mesh? (probably the mesh is too tiny) :slight_smile:
https://forums.unrealengine/showthread.php?80538-Huge-Sockets-using-blender-and-makehuman
https://forums.unrealengine/showthread.php?58831-Sockets-are-Huge-Help

I went into Blender and changed the units to metric and tweaked the scale (I didn’t change it much), then when I exported it I have Apply Unit checked. I’ll check back in once my UE4 is done updating.

Okay. I imported it into UE4 and the mesh is the correct size. I exported it from blender with a scale of 1 and imported it into the engine with a scale of 1. In blender I also remembered to apply the scale. Still, the sockets are huge. I then exported it from blender once again with a scale of 100 and unchecked Apply Unit. I import it into UE4 with a scale of 1. It is the correct size, but the animation rotates the mesh strangely unlike the first one and the sockets are still huge.

Which version of Blender are you using? with 2.75/2.76 I am getting away of keeping the scales at 1 but with skeletal sometimes do the scale change at the Unreal Import side.

I’m using 2.75, but if there is an update I’ll download it and try it again.

Here’s a screenshot of the socket

I’ve tried everything I could think of, but this still occurs. Is there anything I can do?

When the skeletal mesh was imported. There were these non-deforming bones that I did not put there called end bones. I saw that if I place a socket there and add a preview mesh, the mesh and socket are the right size. On the other hand, I cannot move, rotate or scale the socket and the name of the socket flickers unlike the normal sockets like it wasn’t meant for whatever I was using it for.

This is interesting because it was the only time a socket or preview mesh was the correct scale when working with the skeletal mesh in the editor. I hope this helps in any way. I’m kinda scraping the bottom of the barrel when it comes to ideas for solutions and I look forward to seeing any ideas you guys might have. Thanks!

EDIT: I reimported the mesh and this no longer occurs.

This did not work.