[Bug] Multiplying child actor component's position?

Hello,

I just updated from 4.2 to 4.3, and I encountered a really weird issue. Well, long story short, child actor component’s position seems to be somehow modified depending on placement oin world. Say, I have a blueprint with one child actor component, relative location (0,0,0).

If I put the blueprint in (0,0,0) in the world, it’s fine, works good-everything spawns where it should. But if I move it away from (0,0,0), the child actor component moves further in the same direction from center.

In edit mode, it’s okay, the weird misplacement happens after clicking ‘simulate’ or ‘play’. Blueprint’s location doesn’t seem to change, only the child component’s.

Edit mode:

Simulation:

Hi ,

Can I see a copy of your blueprint so I can try to replicate this? Thus far I have been unable to reproduce this on my end. Thank you!

Okay, I’m sending the simplest configuration-I place the ‘NewBlueprint2’ in the world. The key is for the child to simulate physics-otherwise it does not happen. Both blueprint made in editor, no c++ involved.

bumpbump

Hi ,

I am still looking into this. Please refrain from bumping threads unless the thread has gone unanaswered for several days. This clutters the answerhub and makes it more difficult for anyone to get assistance. Thank you.

Hi ,

I have been unable to reproduce this on my end. No matter what location I place the child blueprint at either in the components tab or in the live editor, it acts as intended. Can you post a video of what is occurring so I can see if I did something differently than you did? Thank you!

Hi ,

We have not heard from you in quite some time. I am marking this as answered for tracking purposes. If you are still experiencing this problem, please post here with the information requested. Thank you!

I am sorry for the reply delay-I decided to leave that issue alone and try to keep developping on UE4.2, where the problem doesn’t occur. But well, now I figured out that I should keep up with the newer versions of engine.
I cannot record a video, though-my hardware is too weak, UE4 alone makes it sweat. But I will write it down step by step:

  1. Create a new blueprint, lets call it “Child”
  2. Set its root component to be a static mesh component
  3. Enable “Simulate physics” for the static mesh component
  4. Obviously-set some static mesh for it, “Shape_Cube” will do
  5. Create a new blueprint, “Parent”
  6. Add a scene component to it
  7. Add a “Child Actor” component to it
  8. Set the Child actor component’s class to the “Child” blueprint
  9. Spawn a couple of Parents around the world
  10. Hit “Play” button
    This will definitely lead to occurence of what i mentioned before. I tested it on a brand-new “Basic Code” project in UE4.4.
    Important: The problem doesn’t seem to appear, when the Child has a Scene Component as root, and Static Mesh Component attached to it.

Hi ,

I was able to reproduce this following the instructions you have provided and have entered in a bug report, TTP# 347438. Thank you!

Okay, it’s been ALMOST fixed. Now it actually works when I test my level straight away. But when I try and open it with “Open Level” node the bug appears again.
+It also happens when I use “Spawn actor from class” node.

Any further fixes upcoming?

I attach screenshot-the top is when I play the current level(works correctly), the bottom-when I open level with “Open Level” node.

Edit: I packaged the game in Shipping configuration, and here the problem doesn’t appear(“Open level” node opens level without messing around)… Crazy stuff you got here! :slight_smile:

BUMP. Awaiting reply on the problem.

Hi ,

This is still being assessed by the development staff. Unfortunately I do not have a timeframe on when a fix will be implemented.