As you can see... I only have one "StaticMesh" but there is two visible mesh when I simulate it.
One is rotating but the other one is just stand still.
In the comment there is also someone who have the same problem as me.
Do you create/spawn a new ring actor or component on runtime via the BP code?
I don’t see any other explanation here as you have only one static mesh component on the list
Can you expand the “Components” Variables section and provide a screenshot of the code you have to rotate?
As the simplest thing you can do to rotate is either timeline or use the loop event
But make sure you never add a new component or spawn actor whatsoever as it’s nearly impossible to happen
It may also be a bug, one time I closed a tab inside of a BP, went to a different BP, came back to first and it had the tab open that I just closed and it showed me code from a different BP - the 2nd one
Sometimes closing the BP tab or restarting engine is enough and to ensure everything should go well with the code - recreate it (don’t copy-paste) in a fresh project!
Edit: I just red the post again and figured out it doesn’t exist in the game itself - well, then screw everything I said instead last 2 rows XD it may be a bug so like said - sometimes a restart does it’s job
I haven’t touch anything about code related and still learning about BP, so I guess code shouldn’t be the problem here since I didn’t even touch it. So… yeah, I guess it might be a bug, thanks for the answering.