GetActorTransform/GetWorldTransform(Any Component) returning zero'd values

Hello Unreal Community,

First time poster and new Unreal user here.

I’ve been tinkering with a blueprint that would move a platform from its starting position to a node that I place in the world.

I have a recurring problem getting the transform info out of the path node I give to the platform via an editable variable. The screen shot below shows the node being set properly, the node information itself in the details screen, and the zero’d transform data. I’ve been combing around the forums for a good few hours with none of the posts being of much assistance.

Hopefully someone here has maybe seen this before.

You are setting the “next node” for 8 to 9 but are using a variable called “desired node” in the blueprint. Are you setting desired node to next node?

Howdy James, and thanks for your response!

What I am doing there is creating a line of nodes to be followed. Each node contains a ‘next node’ so when the the platform reaches its ‘desired node’ it can look into the ‘desired node’ and find the ‘next node’ from it.

I realized it might be a bit confusing cause I am examining the path node in the world outliner but have the blueprint of the platform open.

Also I think this was a one time bug, as when I pushed the code to fit for the day, it worked from my code partner. When I reopened the program, it was moving fine even though the watched information stayed at zero

Thanks again James.