Thanks for the quick response.
No, the crash is not happening in UE 4.6 preview build.
But when I drag a mesh and scale it(0.25) in the scene editor.
Then I attach the scaled mesh to a socket using blueprint as shown in SCREENSHOT-1.
The scale is set to 1 instead of proper scale(i.e. 0.25) as shown in ISSUE screenshot.
What may be occurring is that the actor, since it is destroyed and recreated when it is picked up, is reset to the original values. Try adding a set actor transform node after your attach actor node. You should be able to adjust the scale of the object on a make transform node.
After attaching if I set the relative scale of the mesh actor in the blueprint, then it is working.
But my question is that, if I have added one scaled actor in the scene editor and save it.
Then If I attach the same reference to the mesh in a socket, then why the scale is not working.
Is it a bug in UE?
As per this tutorial video it should work: http://www…com/watch?v=-xOoknUDGaE
Unfortunately we do not have a tracking system up for users at present. The number is so that, when doing internal tracking we can quickly reference which report belonged to this post.
I was working in Sony for cross-platform graphics library for PS-4, PSVita.
I worked in Gameloft too as a game programmer.
Now I am quite interested to develop a good 3D game for mobile platforms in unreal engine.
So will you please help me replying the following thread?