could you add more of the code? this one line is correct so the problem is not here
This must be a stupid question but I really cannot get the correct coordinates…I keep getting (0,0,0) with whatever I use.
Basically, I have a C++ Actor , which I added as component a StaticMesh, and made it root.
I created a variable ‘StartPosition’ which I made visibleAnywhere, and I defined it in constructor with:
StartPosition = myMeshPlane->GetComponentLocation(); // doesn't work
GetActorLocation doesn’t work either…
How can I retrieve correct coordinates?
Thank you!
ahh ok well glad you found it
Thanks for replying, I wanted to get the actor position in the world when adding the object from the editor, and moving it / scaling it etc. I confused the ‘Constructor’ from blueprint with the ‘Constructor’ from C++.
Equivalent of Constructor from blueprint seems to be onConstruct , which also has the FTransform of the Actor which gives me the world location!
edit: So I am guessing the constructor is called just before placing the actor into the world? And then the onConstruct keeps getting called whenever the slightest modification to object is done?