I’m reposting this here from the answers site just to see if anyone else has had similar issues.
So the initial problem I had was that after upgrading to 4.7, one of my blueprints (based on a C++ class) would move faster than the other blueprint (also based on a C++ class) it was attached to. It would also only move in the same direction that the other blueprint is from (0,0,0). So if the parent is at (10,0,0), the child would move 20 steps X each time I moved the parent.
Now, I couldn’t let this go, so I kept minimizing the scope and commenting away code to see where the issue was until I managed to get it down to where I could reproduce it in a new project.
Steps to reproduce:
-
Create a new blank C++ project.
-
Create a new empty blueprint based on actor and place it in the level.
-
Add a new C++ class to the project with the “Add code to project” button. Base it on Actor and call it MyActor.
-
Replace the default constructor contents with
Root = CreateDefaultSubobject<USceneComponent>(TEXT("dummy")); RootComponent = Root;
-
Put the following in the header file, below public: and above the default constructor:
UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, Category = Components) USceneComponent* Root;
The contents of the MyActor.cpp file should be: hastebin
The contents of the MyActor.h file should be: hastebin (maybe a different API if the project name is different)
Anyone else having the same problem?