Basically, I made an Actor blueprint that holds a StaticMeshComponent of a model I imported. I programmed the blueprint to have the static mesh hover slowly up and down like a powerup. I tried implementing the code shown in the C++ quickstart in blueprint instead for the faster compile time. While it technically does that, I had dragged an instance into the middle of my scene, but upon test playing it, the mesh is located at the side of the wall instead. (3rd person view template)
My blueprint has no manipulation of the X or Y axes, so there should be no reason why the mesh isn’t where I placed it. Additionally, I exported it centered at <0, 0, 0> cm. units and the blueprint’s viewport reflects that.