When I spawn a projectile with a “Left Mouse Button” event the projectile LOOKS like it spawns in the wrong place but when a timer executes the same nodes it LOOKS like it spawned in the correct location.
I replicated your setup but i dont have any issues similar to what you showed.
Double check that you arent altering any transforms outside of this logic that might cause such a problem.
Also see how your querying the supplied world transform for your input Vector Location to spawn the Actor, i would query the initial location of the spawned actor once it is spawned, not what its “perceived” possible location should be, if you get what i mean. For any reason the Actors initial location when it is actually spawned could be altered, so checking its supplied initial location wont help you in tracking down the issue.
Add me on skype if your really stuck. ( I like meeting other Aus UE4 devs )
I think it has something to do with the timer being more attune with the Engine’s frame rate than when ever I use an input because when I slow down the global time the projectile looks fine.
Also looking more closely when it is automatic-firing it appears as though the projectile mesh is still only visible when it is around the same distance as when I input-fire which leads me to believe that the reason the projectile APPEARS to spawn in front of the player pawn is because the Projectile’s trail Particle’s “Spawn per unit” does not get its begin location when the projectile spawns but instead gets it when the projectile is first visible in a frame.
But that does not explain why it only does this only when I input-fire.
Yup timers do have some magical connection to the updating of the particle system because when I use a looping timer with a very small time as a tick and use the input as a sort of gate it looks completely fine.