Timeline Node Moving Unconnected BP Components

I have a BP involving a static mesh “gate” on the floor, a box collision to its right, a red point light above it and a text renderer in front of that set to non-visible… The intention is that when the box collision is entered, the text renderer becomes visible and prompts the player for the input that toggles the gate open. When the input is entered, the gate moves, the point light turns green and the text renderer becomes non-visible again. All of this was working appropriately earlier.

However, now when I use the interaction input, every component of the BP is moving off the Timeline node that is only intended to affect the static mesh “gate” alone, and in fact no Object but the static mesh is actually connected to the Timeline. This is why I am confused. This problem began after I changed the scale on the BP to avoid the static mesh clipping when “retracted” into the platform beside it, so near as I can figure this is the source of the problem. I’ve been unsuccessful getting it to work again. I thought the issue might involve whether the components were set to Static or Movable and have tried adjusting this, but nothing has worked. When I have everything but the static mesh set to Static and only it set to movable, nothing will move when I use input and my message log will only explain that the static mesh should be set to movable - which it already is. If everything is set to Movable I run into my aforementioned problem where the entire BP instance moves for some reason, and of course if everything is set to Static nothing will. I am at a loss and would welcome any feedback to fix this issue. Thank you.

That’s because all components are attached to the static mesh which you made the root of the actor. If it moves, everything that’s attached will move with it.

226894-capture.png

Compare it with the image above, here all the components are attached to the root of the actor and can be moved independently. If you move the entire actor, all components will move with it, of course.

If you delete all the components from your actor, you’ll get the DefaultSceneRoot back. Start adding the components again. You can also drag & drop them to manipulate the hierarchy and control who is in charge of moving whom.

Interesting. I didn’t realize the hierarchy would override consideration of which components were actually specified in the node network when it came to component mobility considerations. Thank you.

The easiest way to figure it all out is to move the components in the viewport. On top of everything else there is one more relativity to consider:

226911-untitled.png

This makes the whole system pretty flexible.

Good luck!