Component implemented:
UPROPERTY(EditAnywhere, BlueprintReadWrite)
USceneComponent* Spawner;
Spawner = CreateDefaultSubobject<USceneComponent>(TEXT("Spawner"));
Spawner->SetRelativeLocationAndRotation(FVector::Zero(),FRotator::ZeroRotator,false,nullptr,ETeleportType::None);
Spawner->Mobility = EComponentMobility::Movable;
Spawner->bEditableWhenInherited = true;
Spawner->SetupAttachment(Model);
Spawner->RegisterComponent();
But when I get Spawner Coordinates with c++ from Actor where I implements it, Spwner Coordinates are 0,0,0 in world space, but rotaion works fine.
Idea: I want to make a gun c++ class (RangedWeaponActor), where Spawner is Scene Component. I inherit BP Pistol, Rifle from Gun class and I want to move spawner in local space for each weapon. Then in game spawn projectiles in spawner location and rotation. But location is world zero((((((