Static Mesh Component Position spawning...but always with offset

Hello,

I am trying to add a static mesh component to a blueprint via a function in editor.

When it spawns, it is always offset from the root component of the blueprint…which isn’t helpful.

How do I simply spawn a basic cube at the root location of the blueprint?

Try this:

image

If this doesn’t work, check the pivot point of your static mesh.

Okay, this function works much better, thank you.

But I am unable to call it from an Actor Component.
Even if I get the owning actor and cast to it, I am unsure why?

I am trying to package some particles and dynamic shaders into a component I can add to various actors (vehicles, characters, props) …is there another approach I should be taking?

Works like a dream, I guess the root of the parent is the local origin…which makes sense of course…not sure why I was struggling with that.

Thanks!