Hello,
I would like to know how can I set again the relaive transform of a mesh.I previously set simlate physics in the mesh and the unset it. So when actor updates its position the mesh remains in the same place.
GetOwner()->SetActorTransform(transform, false, nullptr, ETeleportType::TeleportPhysics);
Mesh->SetWorldTransform(transform, false, nullptr, ETeleportType::TeleportPhysics);
SetWorldTransform with the mesh works with meshes when I don’t need to modify its position in the blueprint but in others don’t because it doesn’t apply the relative transform in the mesh.
Good Bye.