Get Actor Location not updating

I have created the turret following this tutorial:

however there is one problem the “get actor location” node (see below) doesn’t update when playing, it finds the object at its start position but when I move the object the position stays the same.

how do I fix this?

screenshot

Hi man , When you move your turret, be sure to move the Whole actor.
If i make a tank blueprint, and when i move , i move away the mesh of the tank and his collision.
My actor didnt moved at all.

I am pretty sure that the get actor location work fine.
Be sure that you are getting the right “actor” because i am pretty sure that you can pin in also static meshes and scenecomponents…

Check if you moved the Whole actor.

I’m not sure I understand, the target object has just a sphere mesh and the default scene root components, does this mean that the mesh is moving but not the scene component? how do I get components on the target actor?

It means that you can move the Sphere mesh alone, but the Actor itself will stay where it is. Can you paste the screenshot of how you move the Actor?

See this example, i have a blueprint with a cube, and a sphere with physics active.
I move the cube , and the sphere fall.
If i call the location of the actor, it will never be different from the initial.
I have to move the actor or the masterscene component to change his position.

Oh I see so how do I get the static mesh component which is the thing I’m moving?

I’m just pushing the actor around with the character in game (its a sphere) no scripts or anything attached.

You can grab from the panel on the left , any component and drag&drop on the blueprint.

by blueprint you can try to use some get child component, but i never did it.
Maybe you can also use some get static mesh… not sure.

Anyway i suggest you to move around the Whole actor.

I’m running into the exact same issue. Does anyone have another way to explain how to solve this? The above answer isn’t making sense or I’m just not understanding it.

I have a skeletal mesh of a plane that flies through a scene with pre made animation in a animation asset, it’s not player controlled. I want a turret to track and look at it as if flies through the scene. The turret looks at the starting location of the plane animation, but stays there and doesn’t continue following the plane. When I look in the blueprint the “GeWorldLocation” node won’t update with the animation, it just sits at the initial location of the plane.

I think I found an easy work around! I was having this same exact issue, the actor wasn’t updating their location and the turret was staying stuck on their initial position. I simply added a socket to my actor, and that updated in real time and I got the turret to follow the socket attached to my actor.

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