Well if you set other kind of possitioning since now the possitions are not relative to the actor but on a global level, you may get sometimes your meshes out of place.
So you need to transform world position to local, and it’s in the local space where you set relative.
It happened before, because it is not properly sometimes managing to set the positions in a correct manner. So this is why you have to transform to local. If it’s local relative then you will never get this kind of problems, I have been reading and sometimes you can get things out of place if there is no transformation.
Makes sense, since the actor should be the main point of origin and the object meshes calculate it’s distance from this point of origin, this way you don’t get distortions. This is how it should be done I think not to have problems, since the meshes are part of the actor and should be considered relative to the actor, not to world space, they first belong to the actor since they are part of it and then to world space, and then you just move the actor around, and the meshes move with the actor and stay set how they were set relative to the actor.
So they are part of the actor and the actor moves everything for you, in your case they don’t move, but you can still have mismatch and you may get them out of place
I’m not trying to be full of it, lol. Just trying to help. I had to find out how it’s done too.
So if you set it otherwise on absolute possitioning like you said, then at times your meshes could have strange positions to eachother and get out of place, because they have not been transformed.
Consider this, you move the main actor, the 4 walls move simetrical with the actor if you have relative local space , they are tied to the actor, you set absolute and you move the actor you may get distortions, because they don’t have an idea about the point of origin to the actor. So this point is in the middle of the map, and the walls are tied to this actor point, ankored to it, they would never get out of place, but if they are not they can fluctuate from the actor and you may get strange positions at times.
Relative space is just they know how far are they from the actor main point and they will stay locked like that if you transform to local space from world space and set relative, then transform back to world.