The comment for the AddLocalTransform node states "Change in transform of the component in its local reference frame. Scale is unchanged." However, when the node is used, the existing scale of the object the node is being applied to will be discarded and either set to the default scale (1, 1, 1), or set to whatever scale was specified in the transform that is applied to the AddLocalTransform node. The existing scale is neither left "unchanged", nor does it have any new scale from the new transform added to it.
RESULT:
The static mesh moves to the new location, and the original scale setting is thrown out and replaced with either the default scale (1, 1, 1) or whatever new scale was supplied in the transform to be added.
EXPECTED:
The static mesh moves to the new location, and the original scale setting is kept.
Why does the REMOVE method of map container remove elements have memory leaks?
How does TextureRenderTarget2D get TArray<uint8> type data?
How to delete some elements correctly when deleting an array loop?
What is the cause of the packaging error falling back to 'GameUserSettings' in ue5?
How do I set a material as a post-processing material?
UMG RichText not appear image when packaged
What is the difference between Camera and CineCamera?
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-61322 in the post.
1 |
Component | UE - Gameplay - Blueprint |
---|---|
Affects Versions | 4.18.3, 4.19.2, 4.21 |
Created | Jun 29, 2018 |
---|---|
Resolved | Aug 18, 2021 |
Updated | Aug 18, 2021 |