I would like to spawn an actor from ActorClass with its initial scale, my Actor has a scale of -1 on the Y axis but when I spawn it using the “SpawnActor (by class)” node it asks for a transform, this includes scale so I lose the scale it was initially going to be.
This node is hooked up to spawn quite a few different actors of different scales so I would like to know if I can use the scale as specified in the ActorClassBlueprint.
this still only gives a x’1 y’1 z’1 scale its not the original scale of the object especially when your trying to spawn multiple different kinds of objects. I am also having the same problem and the only response I seam to get is export the mesh rescale it in a 3rd party program and reimport it. I feel like this is a terrible work around if im working on a level and I have to rescale an object like a floor tile so to say and its off by like a few CM and now the wall dont line up. I cant just use the in editor scale I have to also export the wall and rescale then reimport this is a headache especially if I dont like it and I need to tweak it a few times to get it the way I want. Also in the OP’s post this doesn’t make their code reusable they would have to set the scale either by making a new transform or splitting the pins and setting the scale there for every object they want to spawn instead of just feeding in w/e object and having it come out the way its supposed to be.