Click on object to teleport or move there.

I guess I could change and rotate my
static mesh’s axis but I won’t always
have control of what assets I get.

It would be much easier and consistent to rotate the art mesh inside the actor to always face actor’s forward / desired direction (or better do it the 3d suite if you can). This has to be done manually if you cannot rely on the asset to always face the same correct direction (forward X). It takes a human to tell that; if I model a dog and flip it upside down in the 3d app and export it like that, the engine can’t tell.

I would only apply the additional rotation if I was 100% certain that absolutely all models are borked in the same fashion and there were hundreds of them - too many to fix manually.


One note, if you do not wish to fiddle with vectors and rotations, you can add a Scene Component to the root of the actor that has the mesh - a dummy. You can then move and rotate that Dummy inside the actor and have the player teleport to that component instead.

You can even make a feature out of it. The dummy can be a visible static mesh platform on which the user is placed after clicking on the asset. So you end up with:

  • the user clicks on the actor with the asset
  • get that actor’s dummy’s location and rotation
  • position and rotate the player accordingly, using the above values

This way each actor can have its own dummy platform in a different location and with unique rotation. Depending on how the end product is supposed to work, it might be a preferable workflow that allows you to adjust everything visually in the scene, and on the fly to boot.

You will need to cast the Hit Actor first to get access to the component’s values.