Actors losing map location after compile. Realy amazing problem

Dear Community,
First of all, I want to say that I never need your help so much like right now. I’m working on some quite serious indie project in late stage and I’m totaly stuck.

I mirgrated to 4.13 two weeks ago. And then something started to happen. Some of my actors started disappearing from map. Not exactly disappearing. I can find these actors in world zero position. I don`t mean runtime and PIE, but just pernamently change location of the actor on map in the editor. This is happening sometimes after hot reaload and concerns totaly random instance of my classes (c++ classes and inherited blueprints). I didn’t find any clues in this editor behavior. There is no any fancy things in these “disappearing” actors. These actors even use totaly different components.

It looks like constructor sometimes sets default location of instance on the map to world zero. I’ve made many tests on two computers. No clue. No error. No nothing. Totaly random.

I droped below class 90x times and made some pictures. This is what happening after x6 compiles in editor. I hope that I managed to explain you my problem. This is madness.

Maybe someone have some brutal workaround method to set location constantly (in editor not runtime)… or have some point where to start looking. I realy need your help :slight_smile:
Thanks for any help.

	PrimaryActorTick.bCanEverTick = true;

	UCapsuleComponent* CapsuleComponent = CreateDefaultSubobject<UCapsuleComponent>(TEXT("RootComponent"));
	CapsuleComponent->InitCapsuleSize(40, 40);
	CapsuleComponent->bGenerateOverlapEvents = true;



After drop to editor:

After no any changes on this class and 6 compiles: