# \#scene-component

**URL:** https://forums.unrealengine.com/tag/scene-component/3537.md

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## [\[SCENE GRAPH\] mesh\_component is removed from entity on mesh asset rename/move to different folder](https://forums.unrealengine.com/t/scene-graph-mesh-component-is-removed-from-entity-on-mesh-asset-rename-move-to-different-folder/2684543)

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**Author:** [@Baterka.xyz](https://forums.unrealengine.com/u/Baterka.xyz)\
**Replies:** 1\
**Last updated:** [August 26, 2026, 4:01pm UTC](https://forums.unrealengine.com/t/scene-graph-mesh-component-is-removed-from-entity-on-mesh-asset-rename-move-to-different-folder/2684543 "2026-08-26T16:01:42Z")

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Summary Having an entity with mesh\_component attached, when the mesh asset is renamed or moved, the mesh\_component is removed from the entity on next Verse build. There is a warning that describes that it will happen, b…

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## [Set rotation affecting physics](https://forums.unrealengine.com/t/set-rotation-affecting-physics/372666)

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**Author:** [@kurosu143](https://forums.unrealengine.com/u/kurosu143)\
**Replies:** 13\
**Last updated:** [January 15, 2026, 6:54pm UTC](https://forums.unrealengine.com/t/set-rotation-affecting-physics/372666 "2026-01-15T18:54:05Z")

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When using set rotation inside scene or actor component bp the target actor(with simulation on) physics is affected. Physics simulation like the gravity, or adding force seems to be stopped when the actor is rotating. Go…

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## [Replicated Scene Components being duplicated on Clients ](https://forums.unrealengine.com/t/replicated-scene-components-being-duplicated-on-clients/2554078)

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**Author:** [@kmccorkell](https://forums.unrealengine.com/u/kmccorkell)\
**Replies:** 0\
**Last updated:** [June 13, 2025, 12:16am UTC](https://forums.unrealengine.com/t/replicated-scene-components-being-duplicated-on-clients/2554078 "2025-06-13T00:16:46Z")

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Hi, I’ve been running into a bug where we get duplicates of replicated Scene Components added to the AttachChildren array of their parents on Clients on cooked builds. This sometimes ends up hitting a check in USceneCom…

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## [Composition for SceneComponents](https://forums.unrealengine.com/t/composition-for-scenecomponents/2461975)

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**Author:** [@DefaultXYZ](https://forums.unrealengine.com/u/DefaultXYZ)\
**Replies:** 0\
**Last updated:** [April 17, 2025, 7:56pm UTC](https://forums.unrealengine.com/t/composition-for-scenecomponents/2461975 "2025-04-17T19:56:17Z")

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Hi everyone, I have understanding Composition principle for ActorComponents - it is pretty simple, divide logic by singe responsibility and use it in Actors where it is needed. This way we achieve modularity, cleaner ap…

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## [No collision when root component is of type "Scene"](https://forums.unrealengine.com/t/no-collision-when-root-component-is-of-type-scene/427649)

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**Author:** [@Fatorice](https://forums.unrealengine.com/u/Fatorice)\
**Replies:** 7\
**Last updated:** [February 8, 2025, 6:58am UTC](https://forums.unrealengine.com/t/no-collision-when-root-component-is-of-type-scene/427649 "2025-02-08T06:58:14Z")

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Hello! I have an Pawn with a Set-Up like this: So the “vehicle” component has the collision. But it doesn’t collide with anything. I tried to make a Box-Collision the root component. I had collision, but only of the …

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## [Where do Character sweeps happen in code?](https://forums.unrealengine.com/t/where-do-character-sweeps-happen-in-code/2299867)

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**Author:** [@chuck3201](https://forums.unrealengine.com/u/chuck3201)\
**Replies:** 2\
**Last updated:** [January 23, 2025, 9:10pm UTC](https://forums.unrealengine.com/t/where-do-character-sweeps-happen-in-code/2299867 "2025-01-23T21:10:48Z")

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I would like to know where to find the sweep logic done for the character’s root capsule component in the engine code. USceneComponent::MoveComponentImpl() takes in a param bSweep and does not appear to use it. I’m using…

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## [How to select existing scene component as a parameter in a custom scene/actor component?](https://forums.unrealengine.com/t/how-to-select-existing-scene-component-as-a-parameter-in-a-custom-scene-actor-component/394882)

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**Author:** [@NorlinGames](https://forums.unrealengine.com/u/NorlinGames)\
**Replies:** 1\
**Last updated:** [October 6, 2021, 1:01am UTC](https://forums.unrealengine.com/t/how-to-select-existing-scene-component-as-a-parameter-in-a-custom-scene-actor-component/394882 "2021-10-06T01:01:20Z")

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I’m making a custom ActorComponent in C++ and want to have a parameter for UBoxComponent to select in a blueprint later. But In the blueprint it’s only available to select a new (??) Box Collision in the dropdown, and I…

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## [PostEditChangeProperty in SceneComponent works wrong in editor](https://forums.unrealengine.com/t/posteditchangeproperty-in-scenecomponent-works-wrong-in-editor/466975)

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**Author:** [@SAU-87](https://forums.unrealengine.com/u/SAU-87)\
**Replies:** 3\
**Last updated:** [August 19, 2020, 5:58am UTC](https://forums.unrealengine.com/t/posteditchangeproperty-in-scenecomponent-works-wrong-in-editor/466975 "2020-08-19T05:58:43Z")

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Hello. I am trying to use “PostEditChangeProperty” in “SceneComponent”. It works fine if i change property in Blueprint’s Detail panel (cube rotate), but when i change property in Editor’s Details panel nothing happens (…

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## [Enable collision on Scene Component?](https://forums.unrealengine.com/t/enable-collision-on-scene-component/442458)

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**Author:** [@mg\_moxier](https://forums.unrealengine.com/u/mg_moxier)\
**Replies:** 10\
**Last updated:** [August 9, 2020, 4:54am UTC](https://forums.unrealengine.com/t/enable-collision-on-scene-component/442458 "2020-08-09T04:54:41Z")

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I´m making a interaction system, so when you look at the scene component “Intractable” I need it to send a event to the character etc. Basically my goal is: When you look at a door knob, a npc, or anything intractable i…

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## [How to properly setup Actor's SceneComponents?](https://forums.unrealengine.com/t/how-to-properly-setup-actors-scenecomponents/466387)

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**Author:** [@larkinsk84](https://forums.unrealengine.com/u/larkinsk84)\
**Replies:** 0\
**Last updated:** [June 8, 2020, 1:00am UTC](https://forums.unrealengine.com/t/how-to-properly-setup-actors-scenecomponents/466387 "2020-06-08T01:00:12Z")

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I have an Actor class (AWorldItem) that loads its StaticMesh dynamically. Rather than create large PostProcess volumes, I decided to go with smaller movable PostProcessComponents attached to the Items. Each item is wr…

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## [USceneComponet, USkeletalMeshComponent, and PhysicsAsset](https://forums.unrealengine.com/t/uscenecomponet-uskeletalmeshcomponent-and-physicsasset/465992)

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**Author:** [@Jerry.Richards](https://forums.unrealengine.com/u/Jerry.Richards)\
**Replies:** 0\
**Last updated:** [May 30, 2020, 12:56am UTC](https://forums.unrealengine.com/t/uscenecomponet-uskeletalmeshcomponent-and-physicsasset/465992 "2020-05-30T00:56:41Z")

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When I put a SkeletalMeshComponent under a SceneComponent the PhysicsAsset stops working. This may be due to a combination of the two in use with a PawnMovementComponent. This works: SkeletalMeshComponent = CreateD…

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## [Can't edit USplineComponent path when attached to USceneComponent](https://forums.unrealengine.com/t/cant-edit-usplinecomponent-path-when-attached-to-uscenecomponent/384252)

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**Author:** [@Lekyaira](https://forums.unrealengine.com/u/Lekyaira)\
**Replies:** 2\
**Last updated:** [October 20, 2019, 9:55pm UTC](https://forums.unrealengine.com/t/cant-edit-usplinecomponent-path-when-attached-to-uscenecomponent/384252 "2019-10-20T21:55:25Z")

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I’m trying to create a scene component that can be attached to an actor, such as a character. This component has a spline component on it, which I will be performing calculations on later. I want the designer to be able …

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## [Pawn ability to collide dependent on root. CollisionComponent = yes, SceneComponent = no](https://forums.unrealengine.com/t/pawn-ability-to-collide-dependent-on-root-collisioncomponent-yes-scenecomponent-no/323526)

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**Author:** [@Envisioner](https://forums.unrealengine.com/u/Envisioner)\
**Replies:** 11\
**Last updated:** [September 15, 2019, 2:31am UTC](https://forums.unrealengine.com/t/pawn-ability-to-collide-dependent-on-root-collisioncomponent-yes-scenecomponent-no/323526 "2019-09-15T02:31:14Z")

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While this might be by design (and if so, then could you offer an explanation / solution?), I believe I have confirmed a bug where, given a similar basic structure, Pawns with a scene component will never collide with an…

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## ["Scene" Component Equivalent that can be used with Physics-Based Meshes](https://forums.unrealengine.com/t/scene-component-equivalent-that-can-be-used-with-physics-based-meshes/447572)

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**Author:** [@Plan\_A\_to\_Y](https://forums.unrealengine.com/u/Plan_A_to_Y)\
**Replies:** 5\
**Last updated:** [April 25, 2019, 4:12am UTC](https://forums.unrealengine.com/t/scene-component-equivalent-that-can-be-used-with-physics-based-meshes/447572 "2019-04-25T04:12:52Z")

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I’ve been working on a modular vehicle system that will attach different modules via “Module Attach Points” which I was using Scene objects for (I couldn’t get the Socket system standardized enough to work the way I want…

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## [Attaching scene component to camera breaks movement](https://forums.unrealengine.com/t/attaching-scene-component-to-camera-breaks-movement/443265)

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**Author:** [@Systaltic](https://forums.unrealengine.com/u/Systaltic)\
**Replies:** 1\
**Last updated:** [February 12, 2019, 9:46pm UTC](https://forums.unrealengine.com/t/attaching-scene-component-to-camera-breaks-movement/443265 "2019-02-12T21:46:12Z")

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I have a basic character and camera set up, and tried to attach a scene component with another actor attached to said component, however when I did so, it messed up movement. When I move forward it seems to be pushing me…

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## [Will blueprint support editing components of components?](https://forums.unrealengine.com/t/will-blueprint-support-editing-components-of-components/435356)

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**Author:** [@elliotENGi](https://forums.unrealengine.com/u/elliotENGi)\
**Replies:** 3\
**Last updated:** [October 10, 2018, 10:18am UTC](https://forums.unrealengine.com/t/will-blueprint-support-editing-components-of-components/435356 "2018-10-10T10:18:28Z")

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I’ve been doing some googling and can’t find any official word from epic so hopefully someone can enlighten me. Are there plans for blueprint to properly/fully support scene components? To put this into context, Imagin…

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## [Static mesh component in constructor behaving unexpectedly](https://forums.unrealengine.com/t/static-mesh-component-in-constructor-behaving-unexpectedly/426331)

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**Author:** [@anonymous\_user\_06d1818e](https://forums.unrealengine.com/u/anonymous_user_06d1818e)\
**Replies:** 1\
**Last updated:** [October 5, 2018, 6:48pm UTC](https://forums.unrealengine.com/t/static-mesh-component-in-constructor-behaving-unexpectedly/426331 "2018-10-05T18:48:43Z")

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When I create my SceneComponent and attach it to an actor, I can see the arrow component and, when I move my SceneComponent, the arrow moves with it. When I do the same thing for the static mesh component, I must set it…

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## [Modifying "Editable When Inherited" on scene component causes editor crash](https://forums.unrealengine.com/t/modifying-editable-when-inherited-on-scene-component-causes-editor-crash/412528)

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**Author:** [@Derjyn](https://forums.unrealengine.com/u/Derjyn)\
**Replies:** 3\
**Last updated:** [September 21, 2018, 4:53am UTC](https://forums.unrealengine.com/t/modifying-editable-when-inherited-on-scene-component-causes-editor-crash/412528 "2018-09-21T04:53:14Z")

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What it says on the tin. Steps to reproduce: Create a scene component blueprint Attempt to check/uncheck “Editable When Inherited” setting Note: not sure why, but numbered lists are acting funny here on AnswerHub.

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## [Scene Component not update the view while idle](https://forums.unrealengine.com/t/scene-component-not-update-the-view-while-idle/429720)

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**Author:** [@anonymous\_user\_b6e40f6d](https://forums.unrealengine.com/u/anonymous_user_b6e40f6d)\
**Replies:** 3\
**Last updated:** [July 19, 2018, 8:37am UTC](https://forums.unrealengine.com/t/scene-component-not-update-the-view-while-idle/429720 "2018-07-19T08:37:16Z")

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I’m trying to create a scene component that will rotate around its axis. 1-line action, but… it’s not work. More precisely, it does not work, as I expected. Despite the fact that the Tick works on every frame, the rotat…

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## [Static mesh component (physics enabled) missing in "Get Children Components"](https://forums.unrealengine.com/t/static-mesh-component-physics-enabled-missing-in-get-children-components/370355)

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**Author:** [@CyanBalloon](https://forums.unrealengine.com/u/CyanBalloon)\
**Replies:** 4\
**Last updated:** [April 28, 2018, 2:53pm UTC](https://forums.unrealengine.com/t/static-mesh-component-physics-enabled-missing-in-get-children-components/370355 "2018-04-28T14:53:47Z")

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Hi, I’ve spotted a bug in the “Get Children Components” function of a root scene component. As you can see in the following image, the array of children does not contain all the scene component’s children. The static me…

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## [Scene Component doesn't update array values](https://forums.unrealengine.com/t/scene-component-doesnt-update-array-values/423293)

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**Author:** [@3DVice](https://forums.unrealengine.com/u/3DVice)\
**Replies:** 7\
**Last updated:** [April 25, 2018, 1:59pm UTC](https://forums.unrealengine.com/t/scene-component-doesnt-update-array-values/423293 "2018-04-25T13:59:35Z")

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If a scene compoment has an dictionary variable and is attached to an actor. The array values aren’t updated propery. \[Here’s a link\]\[1\] to the example project if someone wants to run it and check for themselves The e…

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## [Issue with components world locations](https://forums.unrealengine.com/t/issue-with-components-world-locations/408393)

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**Author:** [@anonymous\_user\_07ba773b](https://forums.unrealengine.com/u/anonymous_user_07ba773b)\
**Replies:** 0\
**Last updated:** [November 1, 2017, 5:59pm UTC](https://forums.unrealengine.com/t/issue-with-components-world-locations/408393 "2017-11-01T17:59:21Z")

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I have a component whose structure is an hierarchy of SceneComponents like this: Point ----Rotator --------Placer ------------VizSphere (UStaticMeshComponent) I am adding this component (a UPoint) to my Pawn, and th…

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## [How to make attached components not collide with each other?](https://forums.unrealengine.com/t/how-to-make-attached-components-not-collide-with-each-other/408051)

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**Author:** [@MichaelEvans](https://forums.unrealengine.com/u/MichaelEvans)\
**Replies:** 8\
**Last updated:** [October 30, 2017, 12:44am UTC](https://forums.unrealengine.com/t/how-to-make-attached-components-not-collide-with-each-other/408051 "2017-10-30T00:44:26Z")

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So I’m basically making a game like space engineers, where you can place blocks in a grid on a space ship. So the ship is an actor, and the different blocks are scene components added to the actor from within the ship ac…

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## [How do I disable collision on an scene component?](https://forums.unrealengine.com/t/how-do-i-disable-collision-on-an-scene-component/405368)

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**Author:** [@Derek\_Hunter](https://forums.unrealengine.com/u/Derek_Hunter)\
**Replies:** 2\
**Last updated:** [September 25, 2017, 11:15am UTC](https://forums.unrealengine.com/t/how-do-i-disable-collision-on-an-scene-component/405368 "2017-09-25T11:15:32Z")

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I have hundreds of very similar objects that get placed dynamically so I have a Blueprint that contains a bunch of different meshes. In my construction script I iterate through the scene components and make the ones …

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## [Crashing on IsRotationNormalized](https://forums.unrealengine.com/t/crashing-on-isrotationnormalized/320085)

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**Author:** [@denton85](https://forums.unrealengine.com/u/denton85)\
**Replies:** 2\
**Last updated:** [July 5, 2017, 8:42am UTC](https://forums.unrealengine.com/t/crashing-on-isrotationnormalized/320085 "2017-07-05T08:42:48Z")

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Hi. I just start to make my own scene component. But when i try to put any children into it, game is crashing at IsRotationNormalized() I make some investigation and found that matrix for some other component ( I beli…

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## [Same Actor different Scenes](https://forums.unrealengine.com/t/same-actor-different-scenes/389479)

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**Author:** [@Tiega](https://forums.unrealengine.com/u/Tiega)\
**Replies:** 0\
**Last updated:** [March 30, 2017, 1:37pm UTC](https://forums.unrealengine.com/t/same-actor-different-scenes/389479 "2017-03-30T13:37:30Z")

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I have a “siedler of catan” style map. There are different biomes on it, until now i have for every different biome a seperate Blueprint. Is it possible to reduce it to one Blueprint that has multiple scenes and i just …

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## [Problems with custom Scene Component](https://forums.unrealengine.com/t/problems-with-custom-scene-component/387904)

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**Author:** [@kbrizov](https://forums.unrealengine.com/u/kbrizov)\
**Replies:** 0\
**Last updated:** [March 14, 2017, 2:56pm UTC](https://forums.unrealengine.com/t/problems-with-custom-scene-component/387904 "2017-03-14T14:56:48Z")

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Hello guys, I want to create a custom (Scene Component) Camera Rig Component. I want it as a component because I don’t want to have Camera Logic inside my ACharacter class. So I created UCameraRigComponent class that l…

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## [Get World Velocity for Scene Component?](https://forums.unrealengine.com/t/get-world-velocity-for-scene-component/369962)

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**Author:** [@HidingGlass](https://forums.unrealengine.com/u/HidingGlass)\
**Replies:** 0\
**Last updated:** [September 9, 2016, 7:48pm UTC](https://forums.unrealengine.com/t/get-world-velocity-for-scene-component/369962 "2016-09-09T19:48:49Z")

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I have a cursor sprite as a child of my camera so that it is always centered in view while using an HMD. I would like to get the velocity of this scene component (its direction) so that I can rotate the cursor based on t…

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## [(動画チュートリアル関連) DefaultSceneRoot は何のためにあるのか？](https://forums.unrealengine.com/t/defaultsceneroot/366953)

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**Author:** [@ymars](https://forums.unrealengine.com/u/ymars)\
**Replies:** 1\
**Last updated:** [August 12, 2016, 12:14pm UTC](https://forums.unrealengine.com/t/defaultsceneroot/366953 "2016-08-12T12:14:49Z")

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空のアクタ (Empty Actor) をレベルにドラッグしてから、ブループリント化すると、 DefaultSceneRoot というのができます。 これは何のためにあるのでしょうか？ なお、スタティック メッシュをレベルに配置してから、ブループリント化すると、 この DefaultSceneRoot はできません。

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## [アクタの床抜けを防ぐ方法](https://forums.unrealengine.com/t/topic/364339)

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**Author:** [@ymars](https://forums.unrealengine.com/u/ymars)\
**Replies:** 1\
**Last updated:** [July 18, 2016, 7:12am UTC](https://forums.unrealengine.com/t/topic/364339 "2016-07-18T07:12:24Z")

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Unreal Engine 4 Blueprint QuickShot 3 - Custom Projectile (v4.7) を実習しています。Actor を親クラスとするブループリントを作って、プロジェクタイル (発射体) のイスを発射するように設定しても、フロアを通り抜けてしまいます。どうすべきでしょうか？

[Next page](https://forums.unrealengine.com/tag/scene-component/3537.md?match_all_tags=true&page=1&tags%5B%5D=scene-component)
