Why won't my Static Mesh component in Blueprints Component tab rotate, scale or transform?

as described there is only a scale option in taskbar, and scale, transform and rotate widgets in view port dont work.

Have you inherited from another blueprint? Inherited components cannot be changed as far as I am aware.

im not sure? ive created a non-level blueprint and have tried pawn and actor option with no avail!
but i have another blueprint which i think is based on character blueprint and i can scale, transform and rotate static mesh in that ?? i also noticed that i have option to scale but it doesn’t update interactively in view port but if i re-start engine it has updated?

Could you provide an image of this? It might help to work out exactly what has happened.

Hey bennetherwood,

If mesh is Root of Blueprint, it can’t be scaled as it is basis for all other components for that Blueprint. Try using an empty Scene Component as Root, and make your Static Mesh child of that. If that’s not problem, please provide a screenshot of how you have your components set up and we can look into it.

Hope that helps!

Yes adding [ROOT] scene1 then a static mesh fixed it thanks

This was really confusing when I first stated out. I wish there was some hint for me at that time. Makes sense now but I wasn’t sure what was happening at time.

I have same problem here. Can you please post a guide on how to add a root to static mesh??

Hi Sunnyseah,

In your Blueprint’s Components tab, click Add Component button. Scroll all way down to Utility section and select “Scene.” After Scene component is added, drag it up to Root position in hierarchy tree. This will make it Root of Blueprint.

You can do this most components, but using a Scene component allows you to adjust size of other components in Blueprint.

Hope that helps!

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Oh thanks!! I found it. But problem for me right now is that i’m trying to bring it into widget blueprint because i have set my mesh to change it’s color via selection. How can i solve this?

You should probably open a new post for that question.

Heheh thanks!