ChildActor Component spawns at the wrong location as long as the actor that the ChildActor is referencing has the StaticMesh set as the root and simulating physics.
User Description:
Basically I have an actor (blueprint) with a physics-simulated static mesh as the root component. When this is used via a ChildActorComponent the spawn location and scale are not correct. It also only seems to happen when the object is spawned dynamically (rather than simply dragged into the scene).
A work around is to disable simulate physics and enable it after one frame.
1. Open QA-Game
2. Create an actor class bp named 'BP_Actor01' & open it
3. Add a Static Mesh component
4. Make the Static Mesh component the Root
5. In the Details panel, make the Static Mesh the 'Beachball'
6. Enable 'Simulate Physics'
7. Compile & save
8. Create another Actor class CP named 'BP_Actor02' & open it
9. Add a ChildActor component
10. In the Details panel, set the Child Actor Component to 'BP_Actor01'
11. Compile & save
12. Open the Level Blueprint
13. Create the bp from Screenshot #03
14. Compile
15. Back in the editor, PIE
16. Press 1 to spawn 'BP_Actor01' at the correct location
17. Press 2 to spawn 'BP_Actor02' at the incorrect (higher) location
Results: The bp that is using the ChildActor will spawn higher than the actual transform is set too
Expected: For the bp that is using the ChildActor to spawn in the same location as 'BP_Actor01'
Head over to the existing Questions & Answers thread and let us know what's up.
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Component | UE - Gameplay |
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Affects Versions | 4.8.2, 4.9 |
Created | Jul 16, 2015 |
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Resolved | Oct 23, 2015 |
Updated | Jul 14, 2021 |