Saving and loading actor transformation with physics

Hi, I think I have an idea what the problem may be but it depends on your implementation. I’m wondering if when you cut down your tree, you apply physics to the mesh.

The actor’s overall location may be independent of the tree’s mesh when it falls and moves. If when the player cuts the tree, the physics are applied only to the mesh and not the whole actor, it’s possible you will also need the mesh’s position, and need to set that in your BP after you’ve spawned the actor from your save data.

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