Can't move Flipbooks

I’m simply trying to move flipbook components via C++ just like i do my meshes (MeshComponent->RelativeRotation.Yaw += 800.0f * DeltaSeconds;) but nothing happens

They are in bluprints and i can move them there from the component tab but that’s it

I guess i can make a workaround where I attach the flipbooks to a mesh and move the mesh :confused:

I recently reported a bug where the engine thinks flipbooks are always static and won’t move them. It only seems to be for flipbooks in components added to the map, ones created at runtime are fine. Perhaps you’re seeing the same thing.

yep, they are all set to movable and i have a basic Ucollision box as the root

Is your flipbook the root component? I have mine set up where the root component is just a USceneComponent and I attach my flipbook to it. I recall there being an issue with moving/rotating/scaling if the root is the flipbook. Also I assume it’s not marked as “static” and is “movable”?

It might b e! but 'm moving it via C++ so i don’t see any errors…but I have a feeling it might be the same thing. When you said press F to spawn the blueprint where do you press F? I’m pressing it in the editor scene and it’s not doing anything.

are you trying to repro the bug? if you put that code into the player blueprint input should be enabled and you can press F anywhere. it always spawns the object off to one side of you, perhaps you have to turn around to see it.

I couldn’t get it to work, I tried adding the Enable input / begin play / Get player controller like a tutorial said but F just enables focus selected still.

You are right about the bug though, so I just added a mesh and connected the flipbook to it and it works that way, Of course that’s just a work a round :confused:

thanks you guys for trying to help!