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AR: How to stop SetAlignmentTransform scaling ARTrackedGeometry

I'm currently working on a mobile AR game that needs me to move the virtual world around in the real world.

We're using the SetAlignmentTransform function to move and scale the camera around the world so that it looks like we're moving the centre of the scene to the selected location, which works perfectly. However, it also has the side effect of scaling and moving all of the 'AR Tracked Geometries' available from the 'GetAllGeometry' blueprint node. This means that the game's map of the real world is altered by changing the world alignment.

Is this expected behaviour? Can I stop it from happening? It makes placing more actors on detected planes difficult, because if I scale 2x, the virtual table is 2x as large as the real one.

Product Version: UE 4.19
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asked Apr 26 '18 at 05:39 AM in Blueprint Scripting

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