Currently I am trying to make a projectile that upon hitting an object will create a new sphere at that position, attach it to whatever actor it hits, and scale it up to a bigger size. I used timelines to create the scaling effect, but found UE4 scales objects from the bottom rather than the center which caused the scaled up sphere to be anchored in the wrong position on whatever it became attached to. Is there a way that I can scale this sphere up while keeping it at its original location?
Unreal does not necessarily use the bottom, it uses the pivot position as the scaling center. Your sphere probably has its pivot at the bottom.
Try editing the pivot to be at the center. Or alternatively there are a number of premade sphere in the engine content that have their pivot already centered.
Thanks a ton! Got it working the way I wanted now.