I’ll get right into it. When I spawn a skeletal mesh actor in through blueprint, it causes stretching, however, when I manually add the skeletal mesh to the static mesh object, it does not cause stretching. Both times I simulate physics with the skeletal mesh. Collision is set to Physicsactor. First figure 1 shows the blueprint, second shows the physical asset, third shows the skeletal mesh added with blueprint scripting, and fourth shows the skeletal mesh manually attached to the static mesh actor.
What am I doing wrong and how do I fix it? I do not want it to stretch when added with blueprint.
Thanks