Setting a parent and child static mesh scale to negative effects the rotation on child when Snapped To Floor
Looks to be directly related to this JIRA:
From test project:
1. Open the attached test project
2. Select the SM_BoxText2 (diagonal box)
3. Press the End-key to snap it to the floor
Results: The Z-Rotation value with flip between a positive and a negative value when the static mesh is snapped to the floor
Expected: For the rotation value to stay the same
From Blank project:
1. Open a new blank project
2. Import the attached test fbx
3. Drag an static mesh into the level
4. In the Details panel, set the Scale to 1.0, 1.0, 1.0 <--- note the Y field is minus one
5. Drag another static mesh into the level & make it a child of the first one
6. Set it's Scale to 1.0, 1.0, 1.0 <--- note the X field is minus one
7. Set it's Rotation to 0, 0, 110
8. Save all
9. Select the child static mesh and move it off the ground several units
10. Press the End-key to snap it to the floor
How does TextureRenderTarget2D get TArray<uint8> type data?
Why does the REMOVE method of map container remove elements have memory leaks?
UMG RichText not appear image when packaged
What is the cause of the packaging error falling back to 'GameUserSettings' in ue5?
How to delete some elements correctly when deleting an array loop?
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-33646 in the post.
2 |
Component | UE - Gameplay |
---|---|
Affects Versions | 4.13 |
Target Fix | 4.17 |
Created | Jul 21, 2016 |
---|---|
Resolved | Jun 14, 2017 |
Updated | Jun 11, 2019 |