Parent actor but preserve world space transform

Hi, on the subject of parenting meshes, is it possible to parent an actor that is already in the scene and not have that actor lose it’s position in world space? i.e. have Unreal Editor will do the math and adjust the actor’s local transform relative it’s new parent’s transform so that it essentially stays in the same place and orientation before it was given a new parent?

Yes. This should be touched upon in Crypt Raider.

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