I’m having an issue with physics objects that are children of scene components since the update to 4.3, basically if you set simulate physics on the physics object in the components tab of the blueprint and zero the physics object at runtime and move the entire actor to a position the physics object ends up zeroed in the world (not the scene).
BUT if you disable simulate physics in the components tab, disable and then re-enable simulate physics and collision at Begin Play it functions normally. I made a simple test on a new project (just a cube as a child of a scene component in a new blueprint) and I was still getting the same results (see below).
Doesn’t work with simulate physics in components tab:
This was done on a blank project as well as happening on my main project, I made a third this morning to make sure I’m not crazy and I’m still getting the same result.
I’ve attached a picture of how my actor is set up in the components tab (this setup causes the box to zero to the world, it zeroes to scene if you disable simulate physics in the components tab and disable and re-enable physics and collision at runtime).
At least so far we have been unable to replicate this. What is the exact outcome you are looking for when you use this blueprints? Perhaps a clearer understanding will help us to locate this potential bug.
I’ve attached a copy of the test project and blueprints (hopefully the project still opens, I had to strip it out quite a bit to get them down to size).
Basically the two cube blueprints should have identical behaviour, shortly after start they’re both simulating physics with collisions enabled, but when they execute the delay only the one where I’ve toggled physics and collision at runtime performs how I’d expect (and how it was working in 4.2 and earlier). I’d expect that when I disable physics and zero the cube in the blueprint scene then move the entire scene in the world that the cube would go with it, rather than zero in the world.