Local rotations of components are inconsistent between the Level editor and the SCS editor. The SCS editor rotates the transform widget's coordinate system to match the selected component in FSCSEditorViewportClient::GetWidgetCoordSystem, and FLevelEditorViewportClient::GetWidgetCoordSystem does not. This can be problematic if you have a hierarchy of SM components that you want to pose on a per instance basis in the level.  

Steps to Reproduce
  • Add an actor instance to a level that contains StaticMesh Components.
  • Change to local space transforms using the World/Local space toggle button on the level viewport toolbar.
  • Double click a Static Mesh Component, or select a Static Mesh Component in the Details tab and apply a rotation.
  • Note that the rotation widget resets to world space after after the rotation is applied rather than being aligned with the component's new rotation.

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Affects Versions4.24.1
Target Fix4.25
Fix Commit10965914
CreatedJan 13, 2020
ResolvedJan 13, 2020
UpdatedMar 4, 2020