Note: This bug has been observed in all tested engine versions, from UE 4.24 to UE 5.3 and in ue-main.
When shift+selecting multiple actors in the Level Editor, the currently-active transformation widget snaps to the last actor selected and assumes its local transform when in the local-space mode. Using the widget to translate/rotate/scale the selected actors works fine. But when duplicating the selected actors by alt+dragging, the widget snaps to the clone of the last actor placed in the level, instead of the last actor selected, and the following manipulation takes place in the wrong coordinate system when those two are not the same.
The user that made the initial report tracked down the issue to what appears to be the correct root cause, which is summarized below after further testing:
--> After the actors are duplicated, the translation widget's position and rotation will snap to the wrong actor and follow from there, sometimes even with a wrong translation/rotation offset that makes it impossible to continue the manipulation.
How does TextureRenderTarget2D get TArray<uint8> type data?
How do I set a material as a post-processing material?
Why does the REMOVE method of map container remove elements have memory leaks?
How to delete some elements correctly when deleting an array loop?
UMG RichText not appear image when packaged
How does TArray loop correctly remove elements in blueprints?
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-208861 in the post.
2 |
Component | UE - Editor - Workflow Systems |
---|---|
Affects Versions | 5.3.2 |
Created | Mar 4, 2024 |
---|---|
Resolved | Mar 14, 2024 |
Updated | Jun 17, 2024 |