get location and get rotation for all components in actor class

Hi everyone.
Well … I need a get location and a get rotation for all components of my actor class, but I just have a get location/rotation for the defaultsceneroot… it’s very annoying … My teacher says me to use a get component and a cast … but i don’t see how to use this and what cast is it…

In fact my doll spawn in the scene, i want to say, for all components in Doll Class (in order) disable the simulate physic, get location and get rotation. then transformRelative (always for all components of the class) with coordinates of make transform … I’m sorry , I hope it’s clear …

Hello

I´m sorry if I´m not giving you the right information, but the way I understood it, you need to do this:
It´s simple, so, probably I got it wrong.

Already try ^^""" and unfortunately it’s works but only for the defaultsceneroot (that I replace by “Tete” to try) (pictures one and two)

But if i want to do the same thing for another component (like “Corps” on picture 3) it doesn’t work correctly … (and it will became quickly dump if i create a get worldLocation, get world rotation, lerp , make transform and relative transform for all pieces of my doll XS , my doll is builting with 27 pieces, and for the moment I try with only 3 … )

but thank for your help ^^"""

someone else ? ^^"

I think I found the solution. Maybe it’s not the good/best one, but I had the same problem than you and now it’s working for me.

After your “GET” > “Tagert Tete” for example, you need to “Cast to Mesh Component” (if target Tete is a Mesh of course).
You need to cast because a component don’t always have a Transform (Location, Rotation, Scale).
Having a transform is specific to certain types of Components (like Meshes, Scenes, Arrows…) and maybe UE need to be sure that is a component with a transform, before to get information of it.

Hope it will work for you too. :wink: