Get component location after it moved.
I'm trying to make a particle spawn at the location of a physicsconstraint that breaks. I'm using the GetWorldLocation node. Problem is, the physicsconstraint moves during runtime. And when it breaks, the particle is spawned at the original location of the physics constraint, not at the actual world location.
Is this a bug, or am I doing something wrong?
asked Jan 15 '16 at 05:32 PM in Blueprint Scripting
I solved the problem by getting the location from the actual mesh that the constraint is attached to, instead of the constraint itself.
answered Jan 15 '16 at 05:40 PM
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