Hi
I have been using the AttachActorToComponent blueprint node for about a year now with no problems, but today I attempted to use it with the “in parent” input being a box collision component within a blueprint, and it caused scaling problems despite having Attach Location Type set to “Snap to Target, Keep world scale”, with socket set to None. And I have tried welded and not welded, with exactly the same result.
When I attached the actor to the component the first time while in game, it works fine, no problems, but when I detach the actor afterwards, the actor scales in the X and Z, but not the Y, since the box collision is scaled x=0.5, y=1, z=0.5
Then if I attach the actor again after this occurs, it scales yet again, and thus this repeats every time I attach or detach from a box collision.
Upon investigation, I don’t think it has anything to do with the type of object it is trying to attach to, but the scale of the “in parent” object.
It seems that the “keep to world scale” part isn’t doing it’s job, it is seemingly adding the scale of whatever it is being attached or detached to/from unless the scale of the parent object is 1,1,1.
So in the example I gave above, the object scale is 1,1,1.
I then attached to the target, it remained 1,1,1.
I detached from target, it changed to 1.5, 2, 1.5.
I attached to target, it changed to 2, 3, 2…and so on.
I don’t think it’s a huge important issue, but I hope this helps you guys