# Spawn Actor Transform vs. Set Actor Transform

**URL:** <https://forums.unrealengine.com/t/spawn-actor-transform-vs-set-actor-transform/485105>\
**Category:** World Creation\
**Tags:** projectile-movement, unreal-engine, FeatureRequest, transform, Physics, projectile, Blueprint, question\
**Created:** [June 19, 2021, 8:40pm UTC](https://forums.unrealengine.com/t/spawn-actor-transform-vs-set-actor-transform/485105 "2021-06-19T20:40:20Z")\
**Posts on this page:** 4\
**Page:** 1

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**Author:** ![Powill](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Powill](https://forums.unrealengine.com/u/Powill)\
**Post date:** [June 19, 2021, 8:40pm UTC](https://forums.unrealengine.com/t/spawn-actor-transform-vs-set-actor-transform/485105/1 "2021-06-19T20:40:20Z")

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I am trying to set up a projectile pool and have noticed that setting the actor transform of a projectile actor doesn’t behave the same way as when you use the Spawn Actor and feed it a transform. The Spawn Actor node will launch the projectile in the direction I anticipate, but the Set Actor Transform has wildly different results, even though they are both utilizing the same logic to get an input transform.

 ![341854-projectile-transform-problem.png](https://d3kjluh73b9h9o.cloudfront.net/original/4X/3/7/e/37e168d207ec7605fe93533abaee5bddeb7bd4e0.png)

 ![341855-projectile-transform-target.png](https://d3kjluh73b9h9o.cloudfront.net/original/4X/c/1/9/c1986a36ae86c80a0363f09b0965a08f47378aec.png)

Can someone help me understand what I’m missing, please?

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**Author:** ![ClockworkOcean](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/clockworkocean/32/1169999_2.png) [@ClockworkOcean](https://forums.unrealengine.com/u/ClockworkOcean)\
**Post date:** [June 19, 2021, 9:13pm UTC](https://forums.unrealengine.com/t/spawn-actor-transform-vs-set-actor-transform/485105/2 "2021-06-19T21:13:18Z")

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I don’t use projectiles or pools, or know much about your allocation method, but…

I wonder if somehow you are changing tick group:

 ![341856-screenshot-1.png](https://d3kjluh73b9h9o.cloudfront.net/original/4X/0/e/f/0efb8a391454309c9f6d8b9fb295f9df1d35efb6.png)

Obviously normal projectiles will be in the physics group, but with your other method, maybe you’re setting the transform to late. You could make that code pre-physics and check it out…

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**Author:** ![Powill](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Powill](https://forums.unrealengine.com/u/Powill)\
**Post date:** [June 20, 2021, 8:00pm UTC](https://forums.unrealengine.com/t/spawn-actor-transform-vs-set-actor-transform/485105/3 "2021-06-20T20:00:06Z")

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Thanks for the response! Resetting the `Tick Group` during my `Enable Projectile` function helped to solve another issue I was having.  
In regards to initial problem, I discovered that resetting simulate physics on the collision component was causing the unwanted behavior I was experiencing.

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**Author:** ![Van1232123](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Van1232123](https://forums.unrealengine.com/u/Van1232123)\
**Post date:** [June 24, 2024, 10:12am UTC](https://forums.unrealengine.com/t/spawn-actor-transform-vs-set-actor-transform/485105/4 "2024-06-24T10:12:16Z")

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I know it’s late but I’m having the same issue.

I’m using an arrow component on my character to determine the location and rotation of my projectile.

 ![image](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/e/c/2ecd302aefe9c5c8bfa46db8f4b43927bee6cfe7.png)

I use object pooling for the projectiles.

 ![image](https://d3kjluh73b9h9o.cloudfront.net/original/4X/d/d/f/ddf8d4f3248cefbbf4e94d3dc571a519e75b91d8.png)  
 ![image](https://d3kjluh73b9h9o.cloudfront.net/original/4X/f/1/1/f1120c585d4d579babe42a967d4f0acf59378de7.png)

And for the projectile blueprint, I just set the velocity depending on whether it’s active or not.

 ![image](https://d3kjluh73b9h9o.cloudfront.net/original/4X/b/0/8/b0865a7e22a34ef015cafeb0d5e99f48b9a82d8c.png)

I don’t reset simulate physics and I didn’t change any Tick Group settings.  
Was there any other change you did to solve your problem?
