SpawnActor Spawning to Origin instead of Transform in Multiplayer

Hello,

I’m in the process of developing a multiplayer paper2d platformer/shooter. I’m currently trying to put together the event for spawning shots and am running into strange behavior with the spawn actor transform. I would appreciate any help that could be provided.

Intended Design
The shot will be spawned where arrow component “ShotDirection” in the character blueprint is located and pointing. I will then adjust the location of said component to control where the shots exit from the character and the direction (ie: lower the arrow when crouched)

Current Occurrence
When the “SpawnShot” event is called the shot is instead spawned at the map origin 0,0,0.

Please see attached screenshot for my test code.

I ended up dropping this project for a while due to frustration and have come back to still being unable to solve this.

For the sake of testing, I removed the multiplayer elements and still am unable to spawn actors to anywhere but origin (0,0,0). I connected the transform to a print string and it reports out valid transform numbers but the actor still keeps spawning at origin. Any ideas?

Also, I tried just generating a transform from hard coded numbers (using make transform) to rule out the creation of the transform and once again, nothing but origin.

You ever figure this out? I’m getting the exact same damned annoying problem

Yes, I actually did solve this.

I found out that the spawned actors were colliding with the blank space of tilemaps and since the tilemap was centered on origin it resulted in the object being pushed to 0,0,0. Adjusting the collision properties of the tilemap resulted in the spawned actors functioning properly. I discovered this on accident by changing the collision properties of the spawned actor to not collide with anything.

Yes, I actually did solve this.

I found out that the spawned actors were colliding with the blank space of tilemaps and since the tilemap was centered on origin it resulted in the object being pushed to 0,0,0. Adjusting the collision properties of the tilemap resulted in the spawned actors functioning properly. I discovered this on accident by changing the collision properties of the spawned actor to not collide with anything.