As you can see in the image, the audio component is offset from the static mesh component, which isnt like the blueprint class that they are inherited to; the audio component would always be spawned at location (0,0,0) [I moved it around in the image]. I tried using SetupAttachment, AttachTo, and AttachToComponent, but the ways ive tried them didnt change the position of the audiocomponent.
Solutions/references and explanations would be nice, and thank you beforehand.
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Also, have you checked the transforms/location of the components in the BP class? Are their locations all (0,0,0)?
Without some code, it’s going to be hard to pinpoint the problem.
greetings! i shouldve posted my code, but I tried starting the whole thing over. basically, I just did the standard create a an actor class, make it inherit a staticmesh and audiocomponent. The static mesh was used for the rootcomponent, and I tried using the said functions in the main question. but to have move specifications, for the FAttachmentTransformRules, i used KeepRelativeTransform. I made sure all the components had a location of 0,0,0 in the blueprint, and i had no other location modifying code.
okay, so I tried making a new project and did the same thing, and its working as intended now. the audio component is spawned at the same location in the world that i place my actor.
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