How to attach an object to another without it moving in world space?

I’m making trip mines to attach to walls, I want them to detonate if the wall they are attached to is knocked down, but every time I use the attachactortoactor node, even with a delay, it moves the mine in world space to the center of the wall actor for no apparent reason. how do I get it not move position? I have the default setting Keep Relative Offset as the location type, the other settings are no better really.

Did you try the “Attach Actor To Component”-node?

“Keep world position” should work as it says… How about regular AttachTo or does it just work with components?

I’m working in 4.10 so I don’t know if this will help you in 4.8, but I was building a floating combat text and it needed to know which actor had spawned it to keep its position. What I did rather than attach it to it’s parent actor because that was causing a similar issue, making it’s position funky, I simply set its owner to the parent actor that way it could have the reference without the attachment messing with its position. Then you can use the get owner node to get the parent actor reference and check if your wall has been knocked down so you can set off your mine. Hope this helps.

Does get owner affect physics/loication?

Keep world position keeps the world position but also detonates the mine. Attach to gives me the no smoking logo and says attach to actor not compatible with scene root

Nope. All it does is retrieve a reference to the actor. So you could use the IsValid node to check if the wall still exists and if it doesn’t blow-up your mine.
It would even work if you had more than one mine “owned” by a single wall.