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[Feature Request] Cannot preserve scale for Replace With Composited Blueprint

This is a bug I think, where the scale is not preserved when making a composited blueprint from 1 object.

I have double-checked it. I create a StaticMesh actor, scale it, and rotate it. It fails to preserve the scale on conversion.

This isn't the case however when doing it with a group of objects, from what I've found. So it would be an aspect of root node transformations and how that's handled in the code- probably.

Will check back later and try some more cases; but the code is too much to dive into for me.

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asked Aug 11 '14 at 07:08 AM in Everything Else

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Archibold
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2 answers: sort voted first

It's the same design issue as this:

https://answers.unrealengine.com/questions/17410/why-can-i-not-modify-blueprint-components.html

Workaround: simply add a Target Point or other object onto your scaled/rotated object before you convert. This creates a SceneComponent at the root.

Adding 2 items to the resulting Blueprint gets around this issue of not being able to do anything with the root component of your Blueprint, which is a very silly, arbitrary and annoying restriction that could easily be avoided simply in always using a SceneComponent at root.

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answered Aug 18 '14 at 06:40 AM

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Archibold
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avatar image Ben Halliday STAFF Aug 18 '14 at 11:06 PM

Hey Archibold,

In 4.3, when you replace a Mesh with a Composited Blueprint, the Static Mesh component isn't locked as the Root. That should only happen when you use the Create StaticMeshActor Blueprint.

avatar image Ben Halliday STAFF Aug 18 '14 at 11:17 PM

I apologize, I only just realized what you meant. When you convert a Static Mesh, it automatically makes it the Root Component, which removes the transform details. Making it the child of a Scene Component Root by default would make a lot of sense. I'll put in a feature request for that. Thanks!

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Toolbar->Blueprints->Convert Selected Components to Blueprint Class...

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answered Nov 14 '18 at 02:23 AM

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zzn121212
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