Scale Socket Bug

So I have imported a skeletal mesh from blender. Due to the scale differences, when i import i set the scale from 1 to 100.

Next i put a socket on the animation of one of the bones.

Then I attach via blueprint a static mesh to this socket.

Use it in game and you will see that there is a bug where that attached static mesh is now 100x its normal size!!
A work around(hack) for now is to set the socket scale to 0.01. But this is rather annoying to have to setup each time we want to use sockets.

Hi Gibbz -

I have reported the issue as UE-14916 and will keep you informed as we investigate this issue. In the meantime, the most correct workflow would be to adjust the size of your skeletal modeling in Blender to use the cm scale so you will not need to scale up the model when you import the mesh into the engine. This is the preferred workflow when importing from most modeling programs.

Thank You

Eric Ketchum

Any progress on this? It’s not trivial to rescale a rigged mesh and the option to do it in the editor is pretty much useless if it doesn’t work for sockets and attached meshes.

Hi Stefan -

UE-14916 is still under investigation but has not been backlogged. If you have a model that was completed before adhering to the cm scale, you can scale it on FBX output from Blender and bring in the asset 1 to 1 without the socket scaling issue Gibbz mentions.

Thank You

Eric Ketchum

Thanks for your reply Eric, but this leaves me with the exact same result as when I do it from within the editor.

This is really frustrating.