Weird scaling behaviour of actor hierarchy!

I agree, the general use case for scaling might be uniform scaling. But even then, it’s still incorrect for the general case where the child actor isn’t centered at the parent’s local origin(the child’s origin would be expected to shift in tandem with the parent’s local scale when transformed to world space, but the current implementation of scaling will not exhibit this effect). And not to forget it becomes even more incorrect for non-uniform scaling. All in all, I feel this method of scaling doesn’t make much sense(can’t think of any sensible use case). Practically all other game engines I’ve used don’t do this - they just treat scaling in the same consistent manner as rotation/translation.