if a child actor component is set to a new child actor at runtime, the actor will not update with the transform of the child actor component in the parent blueprint.
1. Download, unzip, and open attached project
2. Open TestLEvel
3. Press PIE
4. Press and hold "T" to change the child actor component type
Results:
new child blueprint component class is created, however it remains in place instead of updating based on the rotation of the parent actor.
Expected:
Child Actor Component is set to new class type, mesh updates with the rotation of the parent.
Additional notes:
It is easiest to see this by either holding the "T" input key in the project or by pressing and releasing "T" multiple times. In the second case, it shows that the child actor component is updating transform, and it seems the created mesh is simply not updating to the new location.
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 | 4.9.2 |
Target Fix | 4.11 |
Fix Commit | 2700804 |
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Created | Oct 22, 2015 |
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Resolved | Oct 23, 2015 |
Updated | Apr 27, 2018 |