I’m a bit of a n00b, so I’m sure that I am missing something simple. My problem is that, when I try to initialize an actor with a specific transform (or set it it using SetActorTransform() ), it seems to fail. For instance, if I do:
FTransform Transf; // do some stuff here
auto Actor = GetWorld()->SpawnActor<MyActorClass>( Transf.GetLocation(), Transf.Rotator() );
bool TransfSet = Actor->SetActorTransform(Transf, false);
If I check the transform immediately after SpawnActor(), I get identity. Same with checking right after SetActorTransform(). Similarly, TransfSet is false.
So, what might be the problem? Why might this fail? I tried googling around, and it seems that the only way this should fail is if I were to pass true for the bSweep parameter, and the object collides with something. That should not be applicable to my current case. So, what else might be going wrong?