[UE 4.5.1] Crash/Scalling issue while attaching a mesh to a socket

Hi,

While attaching a mesh to a socket in a character( I used from animation pack),
it crashes or the mesh does not get properly scaled.

Below is the steps to reproduce:

  1. Drag a mesh i.e. SM_PillarFrame from the starter content to the scene(level).
  2. Change the scale of the mesh in the level to (0.25,0.25,0.25) and change it to movable type.
  3. Now attach the mesh(scaled to 0.25 in the level editor) to a socket using blueprint as follow.
  4. The mesh gets attached to the mesh but it has scale as (1,1,1).

[Screen shot - 1 mesh scale down to 0.25]

[Screen shot - 2 Attaching mesh to socket using blueprint]


[ISSUE SCREENSHOT]

Crashes very frequently too:
[CRASH REPORT]

MachineId:C1DD42DA4BB2F66F3596B28338082770
EpicAccountId:13180f28aa044bbe94390d4a00f1c47e

Unknown exception - code 00000001 (first/second chance not available)

Fatal error: [File:D:\BuildFarm\buildmachine_++depot+UE4-Releases+4.5\Engine\Source\Developer\MessageLog\Private\Model\MessageLogListingModel.cpp] [Line: 70]
Critical Error PlayerState //Game//Maps//UEDPIE_0_Example_Map.Example_Map:PersistentLevel

KERNELBASE + 40541 bytes
UE4Editor_Core + 3174852 bytes
UE4Editor_Core + 1677215 bytes
UE4Editor_MessageLog + 241173 bytes
UE4Editor_MessageLog + 241423 bytes
UE4Editor_Core + 1077733 bytes
UE4Editor_UnrealEd + 4172422 bytes
UE4Editor_UnrealEd + 1898852 bytes
UE4Editor_UnrealEd + 6486374 bytes
UE4Editor!FEngineLoop::Tick() + 3524 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.5\engine\source\runtime\launch\private\launchengineloop.cpp:2129]
UE4Editor!GuardedMain() + 479 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.5\engine\source\runtime\launch\private\launch.cpp:133]
UE4Editor!GuardedMainWrapper() + 26 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.5\engine\source\runtime\launch\private\windows\launchwindows.cpp:125]
UE4Editor!WinMain() + 249 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.5\engine\source\runtime\launch\private\windows\launchwindows.cpp:201]
UE4Editor!__tmainCRTStartup() + 329 bytes [f:\dd\vctools\crt\crtw32\dllstuff\crtexe.c:618]

1 Like

Hi sameertripathy,

Do you get this same crash in the 4.6 preview build?

Hi ,

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.

Please let me know if I am going wrong.

SCALLING ISSUE
[UE VERSIONS ENV]

UE 4.5
UE 4.6 Preview

Thanks

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.

Hi ,

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:

Thanks

Hi sameertripathy,

I was able to reproduce this and have entered a bug report, UE-5749 to be assessed by the development staff.

Hi ,

How can I track the bug ID UE-5749 to know when it gets resolved?

Thanks

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.

Hey ,

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?

Thanks