SphereMesh default size and scaling (compared to CollisionSphere)

Hi all,
I have another noob question here.
I am setting a collision sphere size in C++ as follows:

FCollisionShape CollShape;
CollShape.SetSphere(500.0f);

Now, I thought I would just spawn a SphereMesh to visualize the collision radius, but I can’t figure out how the scale relates. If I scale the Mesh to 500 it is far too big.

There must be some default size of the primitive prefabs (compared to Unreal Units) but I can’t seem to find any description of them (ie in the docs).

How would I scale a Mesh to be the same size as my collision overlap?

Any other resources for other primitives (cubes etc) would be helpful as well as they seem to be some arbitrary size.

Thanks in advance.

EDIT: Doing some tests with DebugDrawLines seems to suggest that A Sphere has a radius of 50. At least, a SphereMesh with a scale of 10 is the same size as DrawDebugSphere with a radius of 500. Is this accurate? Is there a list of scales somewhere or is this just something every UE user figures out on their own?

1 Like

Thanks, confirm what you said.

Scale is divided by 50 and not 100 to match the proper shape collision