Passing FTransform from Blueprint to C++ returns bad values

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.

So after some experimenting I’ve discovered that the transform parameter is a local transform.