Spawn actor of class is 180 degrees off

Anybody know ( or has experienced ) why I need this second node?

I’m spawning a blueprint.

If I spawn any other blueprint, it’s fine. Just this one is out by 180.

You are more expert than I am, but which axis are you referring to that has 180 degree off?

Z :slight_smile:

So, it’s a yaw rotation. Also, just to double-check make sure that your actor class itself is facing the x-axis in the class.
You can try it by placing a scene component as the root component and see if your child components are facing the x-axis.

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Recently I saw several people met this problem?
They said that the spawn transform doesn’t accurate,had to set position again after spawn node.
Maybe I have met it too but not really remember.

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Yes, it’s facing the correct way, otherwise the second node would fail.

Yes, I am doing that with the second node, but it doesn’t make any sense, and I’m looking for someone who know why it’s happening…:slight_smile:

It usually won’t happen in my memory.
But maybe epic did some change in the code.(not professional,totally guessing).
Because I never upgraded my editor,but the modeling mode’s interface changed several time on its own.

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I have tried all these possibilities, of course :slight_smile:

No, I haven’t tried inspecting the CPP :smiley:

But thank you for your help anyway… :pray:

Constructions Script / Begin Play shenanigans?

Stuff in parent class?

Nope :slight_smile:

Thing is, you see… At one point, I rotated the internals of the BP by 180. Then later, I rotated them back again.

It’s almost as if the editor / engine is remembering I did that, and getting confused somehow.

I feel this is one of those ancient bugs where you replace the default scene root with another scene component, and then revert the change.

I’ve seen comps report gibberish. Flipping an actor around seems plausible when the editor gets drunk. See if it does the same when you duplicate the class in the Content Browser.

Hmm, tried a duplicate, same problem…

I agree, I think it’s the engine getting its knickers in a twist, but it did waste a couple of hours this afternoon… :melting_face:

It’s a bit like the editor is using the old definition for the spawn, but one frame later, it has changed its mind for the better.