So I’ve come across something very weird.
Whenever I have a static mesh component on a blueprint set to simulate physics, the values of the relative location on the packaged project (WindowsNoEditor mode) are messed up.
When I press the ‘E’ key playing on the editor, I get “X=0.000 Y=0.000 Z =0.200”, which is the expected value.
But when I launch the level (WindowsNoEditor platform) I get “X=370.001 Y=-0.000 Z =20.173”
Get relative location wont have any useful meaning for an object that is simulating physics, as it goes into its physics instance and moves far away from the owning actor.
Instead use Get World Location
This is absolute real world position, and should be consistent for you in PIE and packaged builds.
It’s also much more useful information, telling you where the physics object actually is in the world!
Thanks for pointing this out - I was having a similar issue where I added a component with a relative transform, then started simulating physics. I changed the relative location actions to world location and everything works now!