Sounds silly, but I want to scale blueprints with static mesh component… And instead of scaling with stretching (like regular static meshes) it scales every StaticMesh component in his local axis. Here’s the problem:
This is a blueprint with 2 rotated static mesh components inside. What I need to do to be able to scale blueprints like these so they behave like regular static meshes when scaling? So e.g. I don’t want to cross these 2 meshes like in the image, but to stretch them up.
I hope you’ll understand what I mean.
Hi man , i dont know what is wrong in your settings. Here i can make a Actor , add 2 static mesh rotate them as a “A”
And when i scale my Actor , the static meshes scale perfectly , keeping the A shape.
Here all is scaled as is one object. you got every static mesh scaled on his own.
I use a standard Scale gizmo with blue handle (Z), or just type e.g. “1.5” in Z axis under Transform panel - and it behaves like that, scaling each StaticMesh component along its LOCAL axis, instead of treating a whole Actor as one.
I’ve tried it but nothing changed Well, probably my UE editor is trolling me or something… No idea why it behaves this way, especially while yours seems to work ok.
Anyway, I’ve found a workaround (I just use Spline Meshes with start/end point) so it’s ok now.
Thanks, I’ll accept your answer to give you some points for trying to help Cheers!