We have a simple project example (see attached) where we have a 4.11 project and two static meshes. One is a child of the other. They both have various changes to their scales and rotations. Now open this project in 4.12 preview 5 and you will find that the child mesh is rotated in a different way.
I can reproduce this in the project that you attached, but to get a better understanding of what is going on, I tried reproducing it in a new blank project. However, I couldn’t get the same results.
What are the exact steps that you followed to add the StartMap actor to the level, then add another and attach it?
This is what I did:
Created a new blank project
Imported a static mesh
Dragged StaticMesh1 from the Content Browser to the viewport
Changed it’s Transform, Rotation, and Scale
Dragged another static mesh into the viewport (StaticMesh2)
In the World Outliner, dragged StaticMesh2 onto StaticMesh1
Changed StaticMesh2’s Transform, Rotation, and Scale
Saved all & closed the editor
Converted the project to 4.12 P5 (and 4.12 official release)
Also, how did you make the StartMap asset? 3DsMax, Maya, Blender, etc?
Thank you for the additional info. I was also able to reproduce this in a new 4.12 project. I’ve created JIRA UE-31521 for the issue and our developers will be investigating further. We will post here with updates as we have them.
It’s directly caused by setting the parents scale to a negative value. So not using a negative value here would be the obvious workaround. Let me know if that will work for now or if using a negative value here is integral to your game.
Hi TJ, glad to hear that you were able to reproduce the problem. Sadly this is integral to our (fairly large) console title. We’ve used it everywhere. For various reasons we had to upgrade to 4.12 and with certification for the various platforms soon, we could really use some attention on this, as either a hotfix or even better, as a patch for the engine source code.
The devs suspect that this is due to some changes that was made to negative scaling in 4.12. If a fix can be determined in time, we are hoping to get this resolved asap. I can’t make any version promises right now but we will update this thread as soon as we know more.