Get the world coordinates for actor

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?