The ball on top of the platform is the one I want to teleport the pawn actor to, and the second ball (not on the platform) is the one I want the pawn actor to look at.
However, when I actually go to teleport, the pawn actors spawn in a completely different location. When I debug, it seems as though the "GetWorldLocation’ / “GetActorLocation” for the balls is incorrect, and would spawn me inside of a building.
Probably the visual portion of your actor, the “ball” as you are referring to it, is not the root component, and you may have dragged your component around in the level BP, moving the component instead of your actual root component of your actor.
You can make your ball the root component of your actor by dragging it over the current scene root or whatever is there, or you can re-unite the component with the main actor and move the actor, not the ball.
If you show your actor Component List in BP, it will help us debug further
Oddly enough, if I set the actor to the block instead of the ball, it teleports to the correct location. Do you think there’s some weird tethering effect happening when I attempt to teleport to the ball? Could it be possible that the tethering is negated if it’s stuck in another object (the block)?
Edit 1: Ah yes, and as soon as I set the teleport location to add 10 to the z-value, it teleports me back in the wrong location.
Edit 2: And to add, the rotation isn’t being applied to the actor either, no matter what I set the value to.
If > 1, Get All nodes do not guarantee element order. You cannot rely on this node to get a specific actor. Perhaps you’re simply getting the incorrect one - print its Display Name to confirm.
@Everynone there is only ever one element being received in the Get All Actors with Tag nodes, and I’ve verified that the Actors received are correct. Any other thoughts?