I have a series of cubes configured in local space to the actor and I’ve noticed a discrepancy:
When I use “add static mesh component” in a Blueprint using relative transforms, those transforms are added to the world position/rotation if I drag them into the level from the content browser. If however I spawn that actor within another Blueprint actor (at a specific transform), the world transform is lost and reverts back to 0,0,0.
I should mention there is only a discrepancy if “simulate physics” is checked on the “add static mesh component.” If physics is NOT checked both the placed and spawned actors behave like they should.
Bug or am I missing something?