Static Mesh fixed to "parent" scale when attached to another mesh in blueprint?

I am trying to create an openable door in UE 5.0.1. I created a static mesh in the blueprint to be the “pivot.” I rescale the (cube) pivot mesh to like .1 so it isn’t huge. Then, when I attach the door to the pivot, the door assumes the relative scale of the pivot. The technical scale of the door is still listed as 1.0. It doesn’t matter whether I resize the pivot’s mesh before or after attaching the door, the problem remains.

I am aware that I can leave the pivot’s mesh at 100% scale, and just make it invisible and remove collision, and then it should work, OR just resize the door to like 1000% once attached, but I want to solve the root problem. (how to have the door be not influenced by the pivot’s scale). I tried following the video in UE 4.27 and the problem is NOT present. This makes me think there is some (default) setting in 5.0 that binds the scaling when attaching items in BP, but I cannot find it. I have spent hours trying to solve this by myself…

Please help, and thanks in advance!

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Have you tried changing the rule in Scale Rule when calling the attach node?

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Thank you for the reply! It led me to discover that under “Transform” the scale type was set to relative (by default?). Upon changing it to world scale the problem seems resolved. Again, thanks!

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Hey Tuerer
I am having the exact same issue. It’s not only an issue of scaling, it’s a transform thingy.

when I parent an object to be the child of a transformed object, the child snaps and transforms based on the parent’s transformations, which should not happen.

Now, when I try WarbunnyOG1’s fix of setting the scale/location/rotation mode to world from relative, it works in theory. But when you now transform the parent, the child will not follow. So basically, the child doesn’t follow the parent if the child had their transform type set to world instead of relative.

So, what did you exactly mean by Scale Rule when calling the attach node?