I am calling SetActorTransform and it returns true, but the actor instance of the object in the scene is not moving. Any ideas why it would return true without effect like a NOP? Do I need to set the permission or something? This is a C++ project not blueprints.
AStaticMeshActor* mesh;
FTransform transform = mesh->GetTransform();
// concatenate onto transform
transform.ConcatenateRotation(quaternion);
mesh->SetActorTransform(transform);