Skeletal mesh always transforms on attach

When you use a character skeletal mesh with transform below 1, attached skeletal meshes always transform depending on the parent transform, no matter the attach transform setting picked.

To replicate, transform character below 1 (0.4), then attach a spawned or socketed child skeletal mesh (with transform 1) to a new socket.

Nodes used AttachToComponent, tried all transform settings.

Hey unit23-

When I use the setup in the following blueprint, changing the scale rule of the attachment will change the scale of the attached component. With “Keep Rellative” selected, the child component will default to the scale of its parent, then alter that by it’s own relative scale. For example, if the scale of the parent is set to .5 and the scale of the child is 2.0, the child will first match the scale of the parent (.5) then it will double in scale because of it’s own relative scale (2.0). This will make the child appear twice as large as the parent. If it is set to “Keep World” instead, the parent scale is ignored and only the child scale will be calculated. Using the above example, the child (with a scale of 2.0) will be four times as large as the parent (the parent is at half the world scale and the child is at twice the world scale). If this is not the behavior you’re seeing, please provide additional information or reproduction steps to help demonstrate the behavior you’re getting.

Hey unit23-

We have not heard back from you in a few days, so we are marking this post as Resolved for tracking purposes. If you are still experiencing the issue you reported, please respond to this message with additional information and we will follow up.

Cheers