RelativeLocation not correct when simulating physics

I setup an actor with 2 static meshes, both parented to a common scene component, and offset in some clear, distinguishable fashion. I set one of them to simulate physics (no gravity, no collision), and the other one I keep ‘normal’.

Printing out both components’ Relative Location, however, it’s clear that the one simulating physics is returning the world location.


Is there something I’m missing?

When an object is simulating physics we detach it from the hierarchy at runtime. This is because its position is now “owned” by the physics simulation. We allow the attachment at edit time so that you can easily move a table with many small simulated objects sitting on top of it (and artists like to use relative transform etc…)

Because the object is detached it no longer has relative location.

Hope that helps.