Scales attaching mesh

Hello everyone, i got a problem with Meshes, i use function AttachTo on C++, when it was default chatacter(HeroTPP), everything worked fine, but when i changed to custom character, after AttachTo , the mesh which i attached, grows large, what it could be?

Check out the socket you’re attaching to in the mesh editor. Does it have a relative scale? Sockets can have relative scales.

relative scale = 1.0 everywhere

please people, need your help :frowning:

I have the same proplem here. Does anybody know a solution for this?

Hi Historic,

Sorry for the delay in getting back to you. Could you provide some more information about this issue?

  • Does this only happen when you are using a character other than HeroTPP?
  • Does the weapon mesh scale correctly when attached to HeroTPP?
  • Does this issue only happen with this character/weapon combination, or do you see it with other characters and weapons as well?
  • Are the character and weapon meshes you are using from one of the Marketplace packs? If so, which packs/meshes are you using?
  • Could you provide the code from the function you are using to attach the weapon?

hey, still no, it happens when i use any of person
it happens with any object which i attach
i use custom weapon which i had in 3dmax

Hi Historic,

We have not heard from you for a few days. Are you still having trouble with this issue? I am marking this issue as resolved for now for tracking purposes, but if you still need any help with this please feel free to re-open this issue.

I am having a little trouble reproducing the issue that you described. From your screenshot, it looks like you were able to reproduce this in a new project. Would you be able to zip that project and upload it so I can take a look at it directly?

got the same problem :frowning:

The scale is good in the blendSpace editor and animation blueprint. But when i play… yeeh see the image :frowning:

Yes!! i solved the problem! try to lower the Relative scale on your socket in the skeletal mesh editor :slight_smile: Hope this helps!

I was fighting the same issue in the last couple of days. A workaround is to not trust those previews, and set up the scale, based on previewing in the level editor viewport. This works fine.