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Actor Scale not replicated

It's not directly a bug, rather a inconsistency/ usability issue.

A description of the Issue can be found for c++ https://answers.unrealengine.com/questions/2790/setting-scale-transforms-with-setactortransform-on.html for blueprint https://answers.unrealengine.com/questions/206491/scale-of-actor-not-replicated.html

I'm certain if somebody want to replicate an Actor he expect the scale to replicate just as the location and rotation. If you don't want the actor to replicate the scale specifically, you probably don't want the actor to replicate at all. So I believe the great majority of users would prefer if the scale replicated by default.Therefore I'd like to request to "fix" this.

But maybe there are good reasons Actor scales don't replicate by default?

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asked Apr 25 '15 at 09:47 AM in Bug Reports

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AlexW88
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avatar image lordscottish Aug 15 '15 at 06:47 PM

Has anyone tested whether this has been fixed in 4.9? We have a fairly important gameplay element relying on actor scale replication and it would be great to see this in 4.9.

avatar image Ben Halliday STAFF Aug 15 '15 at 06:55 PM

Hi lordscottish,

We tested and verified the fix for our internal 4.9 build. I believe this fix is in the Preview branch, so please test inside 4.9 Preview and let us know if it's not working for you.

avatar image lordscottish Aug 16 '15 at 06:48 AM

Thanks for your prompt reply, Ben! I'll test the 4.9 preview next week.

avatar image uw19 Dec 17 '15 at 05:35 AM

Unless my setup is incorrect, I'm still seeing this issue in 4.9. Is there any place to see the current status of this bug?

avatar image Ben Halliday STAFF Dec 17 '15 at 03:49 PM

Hi uw19,

This was fixed for 4.9, and the bug report is closed. If you're still seeing something similar, let me know what your setup is and I can see if it's the same thing. Images of your BP setup would be nice, and a small test project would be very helpful.

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Hi Alex,

Thanks for the report! I was able to reproduce this in 4.7.6 as well as our main internal build, so I've created a bug report for the issue (UE-14509). I'll let you know as soon as I see any update on it. I'll go ahead and inform everyone on the posts you linked to, as well. Thanks!

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answered Apr 27 '15 at 07:31 PM

avatar image Ben Halliday STAFF May 20 '15 at 10:43 PM

Just wanted to let you know that this has been fixed internally and should be working correctly in a future release, likely 4.9. Thanks again!

avatar image Azarus Jun 26 '15 at 02:10 AM

So it's not fixed in 4.8? Because i ran into this issue. My static mesh was 1 on the server and 0.25 on the client. Instead of being 0.25 on both.

avatar image Ben Halliday STAFF Jun 26 '15 at 04:23 PM

No, unfortunately this fix won't be live until 4.9 at earliest.

avatar image Maceo_P_King Jul 26 '15 at 03:20 AM

Hey guys, I just wanted to add that the scale is screwed up on the "merge actors" as well. If something is in a blueprint at 5x scale, then dragged into the world, and is merged with other actors - all actors will appear with 1x scale.

Loving 4.8, looking forward to 4.9 :)

avatar image Ben Halliday STAFF Jul 26 '15 at 04:55 PM

Hi Unlikely,

Please open a new post with this information, and detailed reproduction steps so we can look into it further. I believe this may be unrelated and I'd like us to have the right people investigating. Thanks!

avatar image Maceo_P_King Jul 26 '15 at 07:49 PM

Hey Ben,

No problem!

I've got one open up here: https://answers.unrealengine.com/users/7089/unlikelyheroesstudios.html

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