Can I use the editor transform gizmo in child component local space?

My question is about the difference between world and local space in Unreal actors and components. I’m coming from Unity, and so I’m trying to bridge a gap in my knowledge between the two products.

I’m trying to translate an object in its local space. However, it seems like “local” space with the editor gizmo is local to the entire object I have selected - not to the transform of the component I have selected.


In this screenshot below, I have an actor in the scene. It is a cube. The cube has a cylinder as a child. I’ve rotated the cube, and since the cylinder is a child, the cylinder has moved too. As I’ve set the local/world space button to “local”, the transform gizmo is now rotated to be in local space for the object. This is exactly what I would expect. I have no problem here.


In the next screenshot, I have not rotated the cube. Instead, I rotate the child (the cylinder). Now, even though I am in “local space” setting for the transform gizmo, the gizmo is aligned with the parent (cube), not the child (cylinder). It is using the overall object’s transform as local space, but I want the gizmo to work in the cylinder’s local space. Is this possible?


For reference - the same setup in Unity. Cube with a cylinder child. When in local space mode, the gizmo is in the cylinder’s local space, not the cube’s. Can I achieve this in Unreal?

I’d like to do the same. It´s more confortable to edit a subcomponent position working on its local space. In fact, if I modify the transform values directly in the ‘Details’ tab, it works as spected.
Is it possible to do that using the gizmo? does everybody work on parent actor’s space??

Bump here. Wondering about the same thing.