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[Issue] Blueprint/Group/Parent Scaling Problem

I've been using Blueprints to construct groupings of separate meshes/actors into their own, easily-selectable objects in the content browser (basically treating Blueprints like prefabs), which appears to be the correct way to do things based on the answers I've seen here. Just for an example of the type of things I'm talking about, I have a little modular office desk set that can be configured into different arrangements (short, long, L shaped, with drawers, without, etc.).

The major problem I've run into is that Blueprints (as well as groups and parented/children objects) don't scale correctly as a whole group but rather scale along each individual component's local scale. Once you break away from a rigid grid and start placing assets in unique and interesting positions (placing a sheaf of paper at a haphazard angle, some pens at odd angles inside a pencil cup, monitor canted to one side, etc.) the entire thing falls apart as soon as I try to mirror the Blueprint (-1 scale in X or Y) or just scale it up or down by ~10%.

Just to illustrate, I grabbed a little corner section of the Reflections demo and grouped them as a Blueprint. You can see that as soon as I start to scale the Blueprint, everything explodes and breaks apart because things don't scale as a unified collection. Completely mirroring this grouping causes one of the walls to fly off and detach itself while various other parts explode in other directions.

From a world building perspective, especially on any kind of project with a high degree of reusable or modular assets that would be arranged into a variety of prefab 'group' assets for easy placement later, this is a huge deal breaker.

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asked Apr 04 '14 at 03:02 AM in Using UE4

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