The relative location of a Blueprint's Components behaves differently in the level depending on whether the Component was added directly to the Blueprint or it was inherited from a parent code class. If the Blueprint has been attached to another Actor in the level, moving the Blueprint causes a Component that was added directly to the Blueprint to reset its relative location to be the same as the location of the Blueprint. Components that have been inherited from a parent code class retain their relative location in relation to the Blueprint.
This only occurs if the Blueprint has been attached to another Actor in the World Outliner. If this has not been done, then both Components retain their relative location in relation to the Blueprint.
REGRESSION:
No.
RESULT:
The Static Mesh Component that was added directly to the Blueprint resets its relative position to be at the location of the Blueprint. The Static Mesh Component inherited from the parent code class retains its relative position in relation to the Blueprint.
EXPECTED:
Both of the Static Mesh Components retain their relative position in relation to the Blueprint.
Update: The last step will yield a repro whether you drag the new parent actor (eg. the Floor) or the BP Actor that you created. Depending on which is used, the origin that the component gets reset to will change.
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-65259 in the post.
4 |
Component | UE - Gameplay - Blueprint |
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Affects Versions | 4.18.3, 4.19.2, 4.22 |
Created | Oct 15, 2018 |
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Resolved | Aug 18, 2021 |
Updated | Aug 18, 2021 |