Spawn actor size massive

So I’m following this tutorial series:

And instead of using his assets, I’ve created my own.

My issue is that when I spawn my weapon onto the character, the weapon itself is 5 times larger, and so I’ve had to set the scale to 0.2 for my weapons. They also have a bizarre spawn rotation which I’ve had to manually set too.

I’ve tried searching for people who share this problem but my phrasing returns nothing. I’ve opened up the tutorial assets, the guns are roughly the same size, same rotation, same transform and I’ve scaled to rotation and deltas in Blender. If I copy the gun mesh from the content browser into the editor, it’s the exact size and rotation that it’s supposed to be. I just want to know if I’m missing something? Is there a way to debug?

If anyone knows why this is happening, please let me know how I can fix this as I’m not sure what I’m doing wrong.

Take a look at the transform of the parent component your connecting the weapon to in the details tab.

Is it by any chance scaled and rotated in the way?

The solution is to add a scene at the point where the weapon goes and use that as the parent to the weapon.

So, click on the component that is usually the parent of the weapon, then choose scene from the ‘add component…’ menu. You can see the scene has no transform ( in the details tab ). Now, if you spawn and attach the weapon to that, it will be the right size etc.

Thank you for responding

So I made another test dummy weapon blueprint, added a ‘scene’ component, parented the weapon to it and the scale is 1, rotation is 0, location 0 etc. It still adds the model 5 times larger, and on the incorrect rotation. Hierarchy in the blueprint is Scene>SkeletalMesh, if that makes a difference.

Printed World transform and world scale, and it came up with 1 on transforms and the rotations are incorrect. Am I missing something??

I see what you mean.

It’s not neccesarily the weapon BP, it’s the component you ‘put’ in on when you spawn.

I pressume you’re spawning onto a first person ( that’s what it looks like ), are you connecting it to a socket etc?

Basically the ‘thing’ that is parenting the gun or gun BP is transformed :slight_smile:

Ah, yeah I added a socket onto the player (But before that I simply parented it to the right palm). I’ve gone further into the tutorials in which an empty scene ‘gun’ is added, where all weapons are attached to. As such, a new problem has arisen. Each weapon added is added to the ‘gun’ socket, but each weapon that spawns have different rotations set. as for the socket attached to armature, here is a picture of the scale, location, rotation:

Yeah, so bin that socket and make a new one. The default socket goes in with no transform…

Right click on the hand add choose add socket ( after binning the other ).

Or just set the scale to 1,1,1 I guess :slight_smile:

Added new socket, kept default scale to 1, the socket wireframe is huge though, not sure if that is important? Also it’s giant now.

Also should add, the rotations on each gun is different.

Well, at least we can see it is to do with the scale of other components… :wink:

I think you either have to have a socket for each gun or rotate the weapon after attaching ( maybe… )

Still looking into it…

No worries, I’m going to temporarily re-rig and re-animate and see if that work. Thank you :slight_smile:

Nice! Yeah either the socket parented to the armature has to be scaled down, or the ‘gun’ component which is scaled to that socket anyway… As for the rest, problem appears to be resolved with re-animating. Thanks again for helping :slight_smile:

I got it. It’s to do with the scale of the socket.

Start with one gun. Attached it as a preview to the socket and get it looking right. The when you spawn it, it looks fine: