I need help getting location of a component from an array of actors.

Did some more debugging today and discovered real source of problem, and you’re correct: you’re nowhere near float cap, so don’t worry about scaling everything down.

real problem is that each loop in a Loop macro happens per tick, but Spawn Actor takes longer than that, so things are happening out of order. You set value for High Floor Scale at end of your SolarSystemBP, but Loop attempts next Loop Body before that value has been updated. This causes value to equal zero until after all of SolarSystemBPs have finished, meaning each is spawning in same location.

I know that developers are looking into this behavior with Loops, but my understanding is that it’s not a small adjustment but a fairly complex fix that needs to happen before this will work way we want it to.

I don’t know a way to fix this for your project in meantime, however. I’ll give it some thought and experiment some more. Most likely you’ll need to find another way to set transform for SpawnActor node per loop index. Anything you put before and after SpawnActor inside loop body will run before SpawnActors start, so they won’t be getting correct information from its Return Value, either. For those array appends you’re doing inside loop body, you may need to wait until everything has spawned and do a manual count using Get All Actors of Class.

Sorry that this isn’t working way that it should. Hopefully we’ll get that fixed soon, but I have no timeframe for that yet. I will let you know when we do. Until then, I hope you find a workaround that’s suitable for your project.