Here’s an actor with a box component whose relative transforms are untouched. The Construction Script prints the location of the said component. That should print 0s and it does, of course.
Below is an instance of the above actor in the scene, it has the very same component (thin line box) but it is offset by some 55000 uus. The actor still prints 0s when dragged around the scene when firing the Construction Script.
I have no beef with printing per se - does it print the correct offset of the instance that is in the scene or the blueprint’s defaults?!
Perhaps it’s working as intended tbh. I am just looking for confirmation. I can work around quirks for as long as I understand them and are certain it’s not my method that is at fault here.
The ideal resolution here is someone pointing out that I do something incorrectly or that my expectations make little sense.
I’ve found a great way to uncover what you’re doing wrong ( if anything ), is to make a post in captials like 'MASSIVE BUG FOUND 4.24". The moment any replies and you can’t take it down, then you’ll find what you did…
I’ll dig in the bug database, perhaps it was reported but rejected. I’ll post an update for sure whether I find something or not. Btw, the same happens for World Transform - the component reports its world transform in the constructor incorrectly - it reports the actor, it does not account for the local offset at all.
Perhaps it’s all about the order. The component prints defaults and then the Construction Script applies the transform, moving the component.
The easiest workaround I’ve found so far was to use a variable with 3d widget option ticked and use the component as a visual indicator only. Nowhere nearly as nifty but it works fine:
I’d like to find a more modular solution to this as I was hoping to achieve a setup with way more complexity, and fiddling with variables is simply not good enough.