UE 4.7 Character Blueprint Static Mesh not obeying relative position

I ported a project from 4.61 to 4.7 which had a character blueprint containing a static mesh. In game and editor, static mesh snaps to world position rather than relative position, regardless of which setting I have selected in blueprint.

Upon further investigation issue is fixed when you change mesh to be movable rather than static. It doesn’t help me in this case though, as I would rather mesh be static.

Hi tanka2d,

I was able to reproduce this behavior in 4.7.0, however I believe this is intended. Because Root of character BP is Movable, attaching a Static component should not be possible. In our internal build, this will cause a warning to display, and though warning does not appear in 4.7.0, it has same underlying cause.

Is there a reason you need component to be Static? If you can explain what you’re attempting to achieve, we may be able to find a workaround for you. Thanks!

I was afraid that could have been case…

reason why I need a static mesh inside character component is for a physical mesh… I have a gameplay mechanic where your movable character will turn into a physicalised mesh when you hold down a button. In 4.6 this was working fine with a static mesh inside blueprint, however if I use a movable static mesh physics go insane.

Ah, okay. In that case, you could probably just turn off physics for component while that button is held down to avoid any unusual behavior. A Movable component with physics turned off will behave as a Static component in that regard.