I have created an object with a component hierachy in c++. From this class I have then attempted to create a blueprint to set the mesh and other properties. I have placed this in the scene, and it renders correctly.
However, I cannot move it around. Under the root property there is a mobility section, but no listed transforms. Ive compared it to a sample blueprint object, and there are some differences in the component hierarchy. The root is listed as a native scene component rather than a regular one. My understanding is this is due to it being created using code rather than blueprints. Also there is a DefaultSceneRoot component listed. This is unattached and not marked with [Root].
The code used is:
Root = PCIP.CreateDefaultSubobject<USceneComponent>(this, TEXT("Scene"));
Root->AttachParent = RootComponent;
Mesh = PCIP.CreateDefaultSubobject<UStaticMeshComponent>(this, TEXT("Mesh"));
Mesh->AttachParent = Root;
What is causing there to be no root transforms?