So I have a persistent level with different sub levels.
I load and unload these sub levels manually when required with the Load Stream by reference.
In one of these sublevels, I have an actor BP containing different components :
2 static mesh components and some colliders and lights. The two static meshes have a 0,0,0 relative location in the actor BP
When this sublevel gets reloaded, the static mesh components of the actor BP don’t get back to their initial 0,0,0 relative location, instead they are getting the actor BP world location as their relative location e.g :
if the actor BP world location is 50,20,30, the two static meshes components will have on loading as Relative Location 50,20,30 instead of 0,0,0 and therefore not appear where they should be . The others components like the lights and the collider are not affected by this, their relative location stays as it should be.
Any ideas of why it is doing that ?
Edit : It does the same thing if I try to hide and show a level with ShouldBeVisible
I have multiple levels to load and unload and for each loop were not working as it’s latent and the loading process won’t start if there is already one on going.
But the static mesh now has the actor bp location as its relative location and its world location is therefore completly messed up instead of being the same as its parent.
Only the static mesh components, here CarrouselStaticMesh and ParticleMesh are affected by this problem, the rest, boxcollider and light are not affected by this, they keep their original relative location as intented.