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[Bug] Adjusting static mesh position when attached to socket in component editor causes it to 'flip out'

I've got a torch mesh that I want to attach to a socket on my character blueprint but when I try to use the translate widget to adjust is position the wrong axis moves in the wrong direction and then accelerates the torch off into infinity. Only seems to affect the x and y axis, z is fine.

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asked Mar 11 '14 at 03:42 AM in Using UE4

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2 answers: sort voted first

Hey Aidan,

Thanks for your report! We've identified the underlying issue you are experiencing and have a defect report filed to have that issue fixed and hope to have it in our next Rocket Beta release. The underlying issue is that the translation widget, when used to do Relative Translation or Rotation, in the Component view is not orienting to align correctly with sockets.

Cheers!

-Steve

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answered Mar 11 '14 at 03:42 AM

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"then accelerates the torch off into infinity."

Wow sounds pretty exciting!

I would recommend changing the torch position NOT by a translate widget in the Blueprint

but by

  • going into your character mesh editor / persona

  • finding the socket

  • changing the relative rotation/translation/scale of the socket itself

Then everything should work great :)

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answered Mar 11 '14 at 03:42 AM

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