I have a blueprint which contains 4 Child Actors for components. When I spawn this actor, I set its world scale:
NewBuilding->SetActorScale3D(ScalarVector);
Where NewBuilding
is the just spawned AActor*
On my existing actors this works fine. However, I have just made a composite actor blueprint using, as I said, child actors for components. The scale is correctly set if you look in the details panel in the editor. However, the object is not scaled accordingly.
Weirder still, if you change these these numbers (say set the scale X to 1.0 and then back to 10) it correctly scales (in all three axis!)
It also still happens if you use SetActorRelativeScale3D
.