If the transforms for a blueprint component are changed to "absolute" location and/or rotation, new child blueprints created will correctly show the absolute location/rotation changes, but the child blueprints that have already been placed in the level will retain the relative location/rotation changes.
1. Open Editor (any project)
2. Create a parent blueprint (actor)
3. Create a child based off of the parent blueprint and add a copy to the level viewport.
4. In parent blueprint, add a box collision component, compile.
5. In viewport, rotate the actor (any direction) to see that it rotates in relative space.
6. In parent blueprint, press the dropdown context menu next to rotation>World to set the rotation to absolute. Compile
7. Rotate the child blueprint.
8. Drag and drop a new copy of the child blueprint from the content browser. Rotate.
Results:
The original child blueprint will rotate in relative space, the new blueprint will rotate in absolute world space.
Expected:
Both blueprints rotate in absolute world space.
Head over to the existing Questions & Answers thread and let us know what's up.
1 |
Component | UE - Gameplay - Blueprint |
---|---|
Affects Versions | 4.9.2 |
Target Fix | 4.18 |
Created | Oct 26, 2015 |
---|---|
Resolved | Aug 30, 2017 |
Updated | Sep 26, 2017 |