Bind scene location to a childs location

Hello,
im a trying to create a ball actor. the actor got the following components:
-Scene
±Collision Sphere
±Ball Mesh

While i got pretty good physics on the ball mesh, i run into problems when i call Get ActorLocation.
So i would like to know if there is a easy way to bind the whole actors position onto a child, or bind them together so that there is only one location for all actor components ?

I would like to use a collisonsphere as ball + physics and just show the ball at the location. Is there a way ?

Thanks!

Your post is not really clear but I try to understand it. You may use the Ball as Root and make the Collision Sphere as Child or inversely. You also have GetRelativeLocation. GetActorLocation gets the actor’s root component location in world.

i have to appologize that its hard to understand. Im quite new to unreal and used before my own engine, which was mostly C++. I still try to understand scenes and components better.

What i found out there is an option for the components to attacht to its parents. So they keep the same location (this should even work with a scene as root.).

What i tried was having a static ball mesh for rendering and a perfect collision sphere for physics and perfect rolling on the ground. I attached them together and the physics properties get meshed together and u loose any controll over it (even harder to understand):stuck_out_tongue:

I actually solved the problem, by editing the mesh and add a sphere as collision component (directly in the static mesh). This way i dont need another collision sphere and just have my static mesh as root, which solves all my problems.

Thanks