Changing transform into absolute location in parent does not affect childs already placed in level


changing a component to have transform into ABSOLUTE LOCATION&ROTATION (and probably scale too) doesnt affect childs of this component already placed in level.

But if i place new child actor in scene, then it work fine with the new one. But old one placed style have the component reacting like it have relative transform.

Hi ,

  • Does this occur in a clean, blank project with no additional content or is it limited to one project?
  • What steps can I take to reproduce this on my end?

Yes it occur in a clean blank project with no content

here is steps to reproduce bug:

-Launch unreal engine 4.9.2
-Create a new project > blueprint > blank
Target hardware desktop / console - maximum quality - no starter content

-Create a new blueprint "BP_Parent" based on actor class
-Open "BP_Parent" blueprint and add a box collision component
-Compile and dont change anything anymore in "BP_PARENT"

Now create a new child blueprint based on "BP_PARENT" and place it in the level.
Rotate the actor and you will see the box rotate with the actor (normal behavior since we didnt set absolute rotation in the parent)

now open again "BP_Parent" blueprint:

-Select the box collision component and set his location and rotation to be "Absolute location" and "Absolute rotation"

now select the child actor we placed in the level earlier, and rotate it. The box still rotate (and still move) and this isnt
a normal behavior.

Now if we add another child in the level the box component will be at 0,0,0 as intended and wont rotate with him

Only new added child will work as intended, and the old one we placed wont work.

i suffer from this since i had already tons of child actor placed in level and i cant afford to delete and replace them all. Thanks for support

Hi ,

I was able to reproduce this on my end and have entered a bug report, UE-22620, to be assessed by the development staff.