setactorlocation not working in 4.8?
I posted about this in another thread but noticed it was quite dated and referring to another version. In 4.8 it appears setactorlocation isn't working at all. I created a basic blueprint to test it but nothing I attempted worked.
I've attempted disabling physics on the object temporarily and using other similar commands like setactorlocationandrotation, but it has the same issue. I tested the blueprint in 4.7 and it worked perfectly. I'm currently using movecomponentto as an alternative but there are some obvious shortfalls with using this.
Was hoping someone could shed some light onto why this isn't working or even if they do or do not have the same issue.
I haven't had any problems with SetActorLocation (using 4.8.2).
I realize this is a simplified test, but it's hard to tell what you tried in your actual project. Are you sure the input gets through correctly? Also, you're changing the Z position. Could gravity interfere with that?
answered Aug 23 '15 at 06:46 AM
I've done nothing different to the default 3rd person template. At begin play, I spawn the actor into the world with the "T" event at 500 units in front of my character based on location/rotation.
Then I go into the mesh BP just as you did and enter the same code, except I get the actors location and add 100 to the Z axis so that way each time I press "E" it continues to move upward rather than simply set it's location in the world at (0, 0, 200) like yours does.
And everything works fine for me! I didn't have to mess with any physics, everything is virtually default of the 3rd person template.
Hopefully you see something here that you may have missed. Oh, and BTW I'm using 4.8.3 but I have never had any issues with SetActorLocation in any version from 4.7 - now.
answered Aug 23 '15 at 08:38 AM
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