I have an actor with a component hierarchy like this:
- UStaticMeshComponent
-
- USceneComponent
-
-
- UCapsuleComponent
-
The USceneComponent is a custom C++ class that creates the UCapsuleComponent from its overriden OnComponentCreated function
The odd thing is that when I create this, the capsule doesn’t have the correct rotation. The USceneComponent is rotated relative to the mesh, but the capsule appears to have no rotation.
But if I close and re-open the BP Editor, the capsule is rotated correctly.
Am I missing a call or something? It is registered and attached to the USceneComponent, and behaves correctly in all other regards. It just doesn’t have the right rotation when first created…