Spawn attach socket scale broken?

I just port my 4.1 to 4.6 and broke and crash my project.

For some reason that spawn attach to socket scale up the blueprint that didn’t happen before. It would just spawn the normal size object. I did a simple test using just the skeleton mesh and attach it to socket and result as mixed. It did scale up more. There is something wrong with the scaling. I trying to find solution to the bug and none only annoy thing to scale set to 0.01 to normal it with reason but that doesn’t help. Any way it an bug for 4.6?

Hi ,

Does this happen when you copy a project from 4.1 and open it with 4.6? Have you tried migrating only the problem assets from 4.1 to 4.6 after opening a copy in 4.6 and deleting the assets that have a scaling problem? Have you tried creating new assets for 4.6 specifically?

Also have you tried downloading the 4.5.1 version of the Engine and seeing if the problem occurs in that version. (You can have multiple versions of the engine installed.)

Please try the above troubleshooting steps and let me know the results.

Thanks.

I think I found a bug. I used the blender 2.72 that I export as ascii is broken when import and error found that it didn’t scale up as well it say that bones are too small on the error log. result of tiny character and it effected but didn’t effect the animation as well the scaling were fine on the animation for some reason. When I export as binary it worked. Was testing it on UE4 4.6.

Still testing more a bit…

We support transform change on importing, and I wonder if that code is working inconsistently between mesh and animation. Adding Benn here.

There something wrong with the importing from blender to UE4. I did two blender export types of the fbx and they are flip around with the transforms scale only bug. ascii exported as the skeleton bone is broken as it tiny. animation seem fine as right size. when in binary skeleton seem fine but the animations set are broken that is set to small tiny.

I didn’t play with the import transform. The scaling should be the same but that didn’t happen before 4.1 and it working fine before this happen.

Here a video of the bug.

This seem to happen I when I scale when exporting. That give odd import. When I export as 1:1 it work fine when transform to 92 unit. But the skeleton mesh is face down.

“But the skeleton mesh is face down.” -In Blender, changing the forward vector from “Z” to “Y” should resolve this issue.

Can’t seem to flip the mesh and try other forward and the result is the same.

Here the link of my model.

Can you post the original blender file in a zip file or the fbx file you are trying to import?

Hi -I removed your original file for your privacy. However, it looks like your character is set up in the wrong orientation when I import it in UE4 and Maya. I cannot open an FBX in Blender. If you want me to check the orientation, I will need your original blender file sent in a zip file. One thing I can tell… Your model is set up way to small for UE4 scale. Even if you wanted a character that small, you would set it up normal scale in Blender and scale it down in UE4.

I left the scale to UE4 before that I had the export setting work fine but it broke. And my animation were fixed couldn’t scale that usually take a lot time to get it right. Here the blender 2.72 file:

Thanks for sending the file. We opened your file in Blender and saw that it was not oriented correctly and needed to be scaled up 100%. Please retry to export using these settings and see if you continue to have the same problem -thanks:

24870-blendersettings.png

There should be a wiki about how to export those thing for character and vehicle I was lost how it exported. Was not sure which export plugin.