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.

What doi you use for scaleing now? also you mean Actor not Blueprint :stuck_out_tongue:

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.

72581-

Here is how it looks. Two rotated static meshes - and it scales them along their local axis each, instead of forming a stretched “A”

Update: I’ve tried with different static meshes and all of them have this problem - scaling along their local Z axis instead of Z axis of the owner.

I attach this link just to make it sure we tryed every thing. Transforming Actors | Unreal Engine Documentation
try to select these 2 options.
i am running out of solutions :stuck_out_tongue:

I’ve tried it but nothing changed :smiley: 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 :slight_smile: Cheers!