Hello!
I’m working on building mechanics for my current project and noticed something a bit annoying. Our building system is grid-based, so I’ve got all that set up, and the final location is put into a Set Actor Location node with Teleport checked.
The problem is that when you move the actor from one grid space to the next, the static mesh appears to overshoot and then returns to where it should be. This makes the building look distorted and stretched for a moment.
I’ve tried several ways to fix it after looking this up. Changing the mesh’s tick group, unchecking world position offset stuff, setting the mesh’s position immediately after the actor location, but nothing has affected the issue at all.
I’ve even found it occurring in other tutorials like this one: https://www.youtube.com/watch?v=xqsp6-6VgB0 (Note: I did not use this tutorial, so my blueprints are not the same. I didn’t watch the whole thing since his version was doing the same thing I want to avoid, but from what I saw in the comments, he did his math very differently.)
Does anyone have any ideas how I can fix this? It’s driving me mad.
Edit: Just realized I forgot to say my version. I’m in 5.6.1