Static Mesh Actors disappear when Add Actor World (or Local) Transform is called on them.

I’ve got a simple bp script that gets a Static Mesh Actor which is already set to be moveable. It calls a loop every second which moves a physics volume and a static mesh actor by a delta. The physics volume is moving flawlessly with either version of add transform, but the SMA disappears. Any ideas what might be causing this?

Using Add Actor Local Offset instead seems to work fine.

If you mesh is apparently dissapearing, it’s actually just moving a long way of out shot. Look in the details panel while the game is running you’ll see you mesh is still there.

I’d say you have something wrong with your transform code… :wink: