How to scale a blueprint properly?
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.
asked Jan 02 '16 at 02:14 AM in Blueprint Scripting
I attach this link just to make it sure we tryed every thing. https://docs.unrealengine.com/latest/INT/Engine/Actors/Transform/index.html try to select these 2 options. i am running out of solutions :P
answered Jan 02 '16 at 06:57 PM
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.
answered Jan 02 '16 at 12:22 PM
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