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ChildActor with physics spawns in incorrect location

Annoying bug that has appeared since upgrading our project from UE4.7 to UE4.8. I suspect it is linked to this bug (JIRA UE-15268).

Basically I have an actor (blueprint) with a physics-simulated static mesh as the root component. When this is used via a ChildActorComponent the spawn location and scale are not correct. It also only seems to happen when the object is spawned dynamically (rather than simply dragged into the scene).

A work around is to disable simulate physics and enable it after one frame.

Repro steps:

  1. Create actor with a static mesh as the root component

  2. Enable physics simulation on that mesh

  3. Create another actor with a child actor component referencing the first actor

  4. Reposition the child actor component (and scale if you want)

  5. Spawn the containing actor in the level dynamically

  6. Observe the location is not correct


I have created a pair of assets that produce the effect.

Child actor: *https://drive.google.com/file/d/0B7XPClJTcL6GejNSbHlwUlJRcFE/view?usp=sharing*

Containing actor: *https://drive.google.com/file/d/0B7XPClJTcL6Gak9YWWFmNXhRdEk/view?usp=sharing*

They use only starter content assets so you should just be able to import them. You'll need to spawn Repo_Container in the level blueprint.

Product Version: UE 4.8
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asked Jul 16 '15 at 04:30 PM in Bug Reports

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avatar image Ben Halliday STAFF Jul 16 '15 at 05:38 PM

Hey thk123,

I've assigned someone to look into this for you and confirm whether it's related to UE-15268. They'll post here if they have any questions for you. Thanks for the report!

avatar image StewardH Jan 02 '19 at 05:01 PM

I encountered the same problem in UE 4.16

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Hi thk123,

I was able to reproduce this issue. I'm not entirely sure it is related to the JIRA that you listed above so I created JIRA UE-18762. Our developers will be investigating it further and we will post back here with additional info if needed.

An additional workaround besides the one you mentioned above is to make root of the first blueprint a SceneComponent instead of the StaticMesh.



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answered Jul 16 '15 at 08:17 PM

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avatar image P_Kras Feb 18 '16 at 12:52 PM

Now I have UE 4.10.3 but this bug still exist. wtf? Small project reproduces this bug: https://drive.google.com/open?id=0BxuGEe-Ts4kTWGQ1Tm96bm5QZms

avatar image TJ V ♦♦ STAFF Feb 19 '16 at 07:17 PM


This specific issue was not fixed because we have features in the works that will make it obsolete. I do not however have a ETA on said features.



avatar image StewardH Jan 02 '19 at 09:21 PM

Hi TJ,

I would like to solve the same issue. What do you mean by "the root of the first blueprint" in your first reply? Would it be the root of the child actor that was spawned, or maybe the root of the owner, or maybe something else?

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