What I would like to do is use my reference animations inside of the CHARACTER COMPONENT of their BLUEPRINT to be the transformation of the actor inside the game world once it’s spawned. I’m learning to orchestrate/coordinate multiple animations.
The issue is when I call for the relative transform from the parent, it never spawns in the right place; the place I’m attempting to reference.
so the SpawnTransform is in WorldCoordinates. So either you spawn it and then SetRelativeLocation or you add your relative transform to the transform of your character and then spawn it.
You’re absolutely correct! But that takes too long to get just right because my character has to go through a laundry list of AI instructions before doing this task.
What I did was use the component’s World Location. I was overcomplicating the task!