[BUG] Child Actors Component use world when setting relative rotation

Hi everyone,

I think there is a bug around Child Actors Component when they are child of another movable component

I have a static root, a movable child trigger, and this movable child trigger has a child actor.

I set the static root with a random Z rotation (-45 for example), and if at runtime I set the trigger relative location and rotation, the location is correctly set, the trigger and the child actor are at the right place BUT the child actor has now a rotation on 0,0,0 of the world and not on the 0,0,0 of his parent child trigger.

And the best part is here. If I enter the same rotation (-45) on the static root, voilà the child actor get back to its correct rotation, 0,0,0 aligned with its parent trigger.

Does anyone know how to deal with it ?

Best regards everyone,

Alexandre

Hi Alexandre

With your child actor, ensure the root component is attached to the desired component in the parent actor.
A child actor simply generates an instance of the selected class whilst giving the parent class direct access to its public members.

When a child actor is spawned, it is spawned in the world so you need to ensure that it is attached properly otherwise it will use relative location as world location as it has nothing to be relative to.

Hope this helps.

Alex

Hi Alex,

Thank you for your response.

Ok so my child actor is correctly configured. The problem is coming from the Sequencer O_O". In fact the sequence is always playing in the world. And the actor of the child actor is the one inside the “Transform Origin Actor” of my Level Sequence Actor.

And once the Sequence is playing, the Actor get aligned with the world and not his parent.

And if no sequence is played, my actor stay aligned with its parent.