[Bug w/repro] Convert Transform to Relative incorrect

I made a new bug report

Hello,

Thank you for your feedback. However,
this form is for reporting issues with
the Unreal Engine. This issue has
already be reported and logged.
Currently our resources are dedicated
elsewhere and UE-22445 is not a
priority item for us to work on. We
don’t have a timeframe for when this
may be addressed. Please keep in mind
that with source code access, a
programmer on your project can
implement your own solution, and you
are welcome to share that result with
Epic for possible integration.

Thanks

you are right… it seems to be fixed on our side, forgot to update here. typo

Is this issue solved?
I was wondering because I can’t seem to get the result transform I need either…

Basically I have a world transform, which is the transform I want to apply to my object (which is a child component inside an actor).
However, I need to know this transform’s values in the object space, and I was expecting I could get them by connecting the world transform to the upper pin, and the object’s relative transform to the lower pin. Is this wrong?

I’m not particularly sure, but we’ve been using our own function for a while.

Are you looking to find local transform of the child or
Are you trying to look for a transform of one object in relative to ANOTHER transform.

I think you can directly set the child component to a world transform even without calculating the delta.

. Isn’t there a SetWorldTransform function and the engine would handle the local for you automatically?

I have an actor A and an actor B.

Actor A has a certain location and rotation in the level.

Actor B has some random coordinates. It has multiple components in it. Let’s say staticMesh1 and as its child staticMesh2.

I want to put staticMesh2 in the same location and rotation as actor A. I’m able to do that in world space by calculating their difference, but I need to get those values in the local space of staticMesh2 (to be able to combine with other local values I’m using).

So I want to get the values of a world transform as a certain object’s local transform. Is it possible?

Hmm… Does it really handle the local automatically? No matter the transform node I use, it doesn’t seem to get to the right coordinates… I think I’m missing some kind of formula or special node here…

Still an issue in UE5.1. Though it would appear the relative transform is mirrored to what it should be now.