Physics enabled Child Actor components that spawn with with a delay, always spawns at world origin
**This is a regression. It was working in 4.11.2
Could also be related to: [Link Removed]
User Description:
Physics enabled Static Meshes in Child Actor Components spawn at origin. The issue is that any Static Mesh Components on an Actor spawned in a Child Actor Component appear at (0,0,0).
If this is done correctly, the physics enabled static mesh will spawn at (0,0,0) even though any other components (like particle effects) will spawn at the correct location. This problem doesn't occur if physics is not enabled.
1. Open the attached project
2. PIE **See that the box spawns in at the world origin (0,0,0)
3. Stop PIE
4. Open the Level BP
5. Bypass the delay so it is not used
6. Compile and save the BP
7. Back in the editor, PIE **See that the box spawns at the correct location of (500,500,500)
Results: When the delay is used, the Child Component will spawn at the world origin
Expected: For the Child Component to always spawn that the location that is set on the SpawnActor node
From scratch:
1. Create a new Actor class BP named 'BP_Actor01' & open it
2. Add a Static Mesh component
3. In the Details panel, set the static mesh for that Component
4. Enable Physics
5. Compile and save
6. Create another Actor class BP named 'BP_Actor02' & open it
7. Add a Child Actor component
8. In the Details panel, set the child actor to 'BP_Actor01'
9. Compile and save
10. Open the Level Blueprint (see screenshot #1 for steps 11-14)
11. Off of BeginPlay, add a Delay node
12. Then add a SpawnActorOfClass node
13. Set the spawned actor to 'BP_Actor02'
14. Use a MakeTransform node to make the Location (500,500,500)
15. Compile and save
16. PIE
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 | 4.12 |
Target Fix | 4.12.2 |
Fix Commit | 3002443 |
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Created | Jun 3, 2016 |
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Resolved | Jun 6, 2016 |
Updated | Apr 27, 2018 |