[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.
It's the same design issue as this:
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.
Toolbar->Blueprints->Convert Selected Components to Blueprint Class...
answered Nov 14 '18 at 02:23 AM
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