So I’m passing a transform value from blueprint into a c++ blueprint function where I’m spawning an actor. Spawning the actor from blueprints acts as expected, and spawning the actor from the c++ blueprint function using arbitrary hardcoded values works as expected, but as soon as I try to use the FTransform as a blueprint parameter all Hell breaks loose.
My parameter looks like
‘const FTransform transform’
I’m then plugging it directly into …()->AddInstance(transform)
I don’t get any compile errors and everything else is working fine. Debugging before and after parameterization gives wildly different results. Can someone please explain to me what’s happening?
Thanks in advance.