Hi @Stormrage256, thank you for the reply, that’s very useful.
I ran into further issues though before I saw your post. In my specific case, I am trying to determine the size of a projectile that is going to be fire, its just a simple sphere at the moment, but the problem was that it would spawn at the point in front of the weapon and then knock the player back a little. The reason for wanting to update the SceneComponent’s transform was so that I could calculate the size of the sphere, then create an offset from the firing spawn position and spawn the projectile at that point instead. I figured by doing so it would allow me to spawn spheres of any size and they would effectively just appear that little bit more forward of the weapon.
It seemed like a good idea, but then I discovered in Blueprint, unlike C++, you cannot get the bounds of an actor that isn’t already in the scene, which would I’d have to spawn the projectile, have the player knocked back, get the size, apply the offset and then think, “oh, its too late now”, or spawn one projectile right at the beginning, out of visible space, get the size and store it. This all felt a bit nuts. I then end I change the way the collision was handled so that it ignored the instigator.
If you have any thoughts on a better approach I would welcome them, and thanks again for the reply above and the screenshot - really appreciated