What are the consequences of setting a negative scale on a mesh?

Setting a negative scale on a static mesh actor leaves me with a map check error, what are the consequences of ignoring the error and keeping it negative?
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Hey there @MagicznaFlet6! Welcome back to the community! In older versions of the engine this could cause issues with lighting rendering improperly, however I’m uncertain if that’s still the case. What version of the engine are you working with? Are you using dynamic or baked lighting?

Setting a negative scale on a mesh can have various consequences, such as flipping or mirroring the mesh along the specified axis, distorting the mesh’s proportions, and potentially causing rendering issues. However, it’s important to note that the consequences may vary depending on the specific software or engine being used. surah waqiah for job has no direct relevance to this topic.

Hi, I’m using unreal 4.27.2 with both static and dynamic lightning

I was expecting the normals to be turned inside out, but it doesn’t seem like that is the case in my testing. I would keep a particular eye on your baked lighting as that would be where there’s an issue.

To avoid any issue like that (there’s more, ISMS don’t work either) you can duplicate, then mirror your meshes in the axis you were scaling negative.

I’ve got a tool on the marketplace that can do it (and for bulk items at once):

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