Why does Spawn Actor REQUIRE a Transform

Hi!

I like clean and understandable blueprints that are free from clutter and are sleek and nice to look at…

In certain situations i find myself spawning an actor in blueprint, and at the point of spawn, the actor does not need to be specified a location for various reasons.

348630-someactorpicture02.png

It will give an error because it needs to be fed a transform. WHY.
If i simply expand the Transform, it will be given default values of 0,0,0 - 0,0,0 - 1,1,1. And will no longer give me an error.

348629-someactorpicture02.png

Why is this required, why can’t this node assume that if the field is left unexpanded/uninterrupted that the input should be 0,0,0 - 0,0,0 - 1,1,1 by default. It would keep the code cleaner if I don’t need this to be spawned anywhere in particular.

Now, Yes i hear you, this is a bit nitpicky and Yes I could create a pure function with a Transform output that would be a very small node to plug into the transform. But this is a workaround.

Please remove the requirement for an input on this node and assume that an unplugged input is the already-default values anyway. If there is any good particular reasons for why assuming a default input is bad, do let me know as I would love to hear it!

Thank you!

That probably because you can not explicitly see the properties in transform pin (so in technical blueprint sense there no imputed data at all) and if you would it would take same amount of space on node either way, so if you want manually input split. It’s the same case for all structures which transform is also is and also if spitted structure pin have member that don’t have literal input, it will force you to plug things to the pin or do another split.

Thanks for the insightful reply, I still feel this is a bit of a… ‘gimick’. Surely the node could assume the same default values you get after splitting as default transform input as a quality of life feature.
I’ll stick to creating a empty variable / function library function outputting the default values untill this is implemented…

Thanks again