Component World Location different within the same blueprint

Hey guys, i think i’m losing my mind over this. I’m generating a infinite street based on pre rendered Meshes/Actor blueprints. They have a Measurement sphere on their edge to get the offset to the origin and sending those to a manager to spawn the tiles. Works great. Now i wanted to add road signage. Got a (hopefully more) spheres to provide possible spawn locations and here comes the weird part: I use basically the same code to also spawn those signs (also blueprints) but when i read out actor location and component location with this second marker sphere, it will always get the relative position of the sphere. When showing the sphere in game, it will always be at the correct location, but the corresponding world location is wrong. But the point i’m completely lost is: when i try to print the corresponding world locations is, depending on where i get it, it will be completely different. When inside the function, that sends the Street spawning information, the vector is correct and everything works. outside the function as the direct node behind is it does not work anymore. also in their own function behind the street spawning. Ive made a few screenshots to visualize my problem. I hope you can help me.
I ve also tried to save the vector as a variable first because i dont quite understand unreals garbage collection, but no different behavior. Thx.

Working function:

Broken function:

Print Outputs (Red and Purple are OK, yellow should be == red):
Prints

Event Graph:

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You don’t need to add the actor location to the radio sphere. If you already have the world location of the radio sphere, that’s it :slight_smile:

You would only need to add the actor location if you were taking the relative location of the radio sphere.

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Ok, after a quick sleep, breakfast and a subroutine in my brain thinking about this I found a really annoying sequencing bug in my spawn generator. So everything works as intended now!

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