Why Blueprint child actors spawning in odd locations

So i have a series of rooms which are interchangeable based on a series of bools.

The rooms consist of static mesh components and child actors which are custom blueprint actors.

When i try to spawn one of these rooms all of my child actor components spawn at the level origin location instead of staying with the room they are child components in.

i did find that if i set the child actor components to static they will spawn in the correct locations. how ever i need the blueprint class that is this child actor to be movable.

Any ideas?

bump, anyone?

Hello Tonez,

This could be multiple things but it seems like it may be related to RelativeLocation vs WorldLocation. To get a grasp on how you have things set up, is one of your “Rooms” one large blueprint that has these child actor components in it, and you have multiple instances of the same room in the level or is it that each room is its own blueprint?

It also may be helpful if you can show some screenshots of the room blueprints to give an idea on what kind of logic you’re using that could be causing this behavior.

hello clark i have a conversation going with another staff member over here which if im not mistaken addresses your questions Child actor components spawning in odd locations - Blueprint - Epic Developer Community Forums

Hello Tonez,

Would it be possible to get a copy of the project that this is occurring in so that I can see how things are set up? It seems rather confusing and complex from the way it was explained in that forum post. If the project needs to stay private, you can send a link to the project’s download to me via a private message on our forums.

We haven’t heard from you in a while, Tonez. Are you still experiencing this issue? If so, is it possible for you to provide a copy of the project as I requested? In the meantime, I’ll be marking this issue as resolved.