How to fix mesh visually overshooting and snapping back when setting actor location

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

You said you set mesh tick group, but did you try setting the tick group for the builing actor itself to post physics?

And are you doing the snap to grid vector calculation before spawnnig actor ( like getting mouse position, calculating grid, and passing that to spawn actor node) or using an arbitrary loc vector and calculating grid snap after placing on begin play or something?

Depending on how you define spawn loc and update after placement, the final loc might just be happening on next tick.

If changing tick group or snap location logic doesn’t fix it, only thing I can think of would be to try T interping the location instead of setting it instantly? Then if it spawns in the wrong place and the snap to loc lags, it will kinda slide into place. Just set the interp speed kinda high so you’re not waiting all day for it to get there lol.