Oof, transforms, reminds me how I was making a sk mesh replacement mod for Payday 3, and kept screwing up the size, due to the discrepancy between default unreal units (in cm) and blender (in m), so it took couple of tries to get the size right, as it would get x100 bigger, or x100 smaller
Issue ended up being the scale of bones in relation to the mesh, and how iirc resizing bones separately would resize the mesh, but resizing the mesh wouldn't change the size of bones (and I screwed up the initial import by changing the import scale to 0.01, but not doing so for the bones)
However if you, for example, have a wall section with the pivot in the wrong place, and it gets placed in the world a few hundred times, and the pivot is then corrected to fix snapping errors, every instance of that wall in the world will be misaligned.
Yes, it absolutely can be, and some studios do, but most of the time, this kind of automation ends up being pushed to the backlog, because so many more crucial parts of the pipeline are on fire.
Comments
(I know not everyone has a tools developer/team, but curious about the general case)
*vacant stare into distance*
Yeah. Fun.