I feel very stupid asking this, but, how can I set the transform of an actor in blueprint?
In my game, all physics actors are the same class, since this way I can add them to an array and mass-execute code like re-setting their transform if the round ends.
I store the actor’s current transform in construct, then use that for when I want to re-set it in runtime. The transform is a valid value.
The function does get called, it executes from a multicast, and we do reach the end of the logic. Already checked all of those just in case it was something silly.
As you can see, I tried two approaches (setting self, and setting the root/mesh) and neither of them works. I also tried disabling physics in case the teleport bool was not doing its job, and it didn’t work either.
I’ve browsed several posts and none of their solutions worked for me.