Set world location of an attached component?

Anyone know how to do this?

Maybe with SetTranslation?

SetTranslation is relative to the attached actor. I know i can calculate the diff, but wondered if there was native support for this.

https://docs.unrealengine.com/en-US/BlueprintAPI/Utilities/Transformation/SetWorldLocation/index.html

Hey bro, you know how to make that work in UDK?

I believe it would be as simple as:



function SetComponentWorldLocation(PrimitiveComponent component, vector worldLoc)
{
    local vector transformedLoc;
    transformedLoc = TransformVectorByRotation(Rotation, worldLoc) + Location;
    component.SetTranslation(transformedLoc);
}


Haven’t tested this though.