There’s nothing in the Blueprint other than these components, so there’s not much else for me to share to help the issue, it’s a plain Blueprint.
Except for a few settings:
StaticMesh 01 to 03 are set to not visible.
Capsule has custom physics settings.
Question
Why is it getting flattened? I even revised the Actor by diffing in the repository since its creation, and I can’t see that I have changed any other setting.
The project was migrated from UE4, so what I did was cloning it from the Git repository again to see whether it could be a caching issue, but the issue is really there.
Creating the blueprint from scratch, but now with a single mesh also flattens the hierarchy (there are no functions, nothing in the Event graph from me that could be doing this). The only change I made was activating Physics.
Since the hierarchy gets flattened, if I attach the actor to another actor, only one of the components get attached, the rest stays floating in their current location in the world.
In all of this, at least one big lesson so far. To attach physics actors/components to move them around, you must use a Physics Handle and attach to it (source).