ActorComponent bug when setting location of physics component

ActorComponents and physics components do not seem to get along. Please take a look at the following video:

In both cases, there is a script zeroing out the X and Y position of the physics component (the cube). In the first case, the script is located in the actor containing the physics component. In the second case, the script is located in an ActorComponent of the actor containing the cube.

The first case works as intended. In the second case, the new X and Y seem to only take effect when the physics component goes to sleep, and then are ignored again when it wakes up.

You can download the project that reproduces this here: Dropbox - ComponentPhysBugTest.zip - Simplify your life


On a related note, it is also possible for the ActorComponent to read a different world position for the physics component. In the following picture, each sphere is located at the result of a GetWorldLocation for the same physics component. The red sphere is based on the GetWorldLocation in the actor, and the black sphere is based on the GetWorldLocation in the ActorComponent. (Ignore the rainbow arrows; they are unrelated.)

Hi bvisness,

The GitHub Master Branch is a bleeding edge untested version of the engine. Bugs are expected until our QA team finishes testing on what will end up being a future engine version. It is mostly for users that are interesting in exploring new engine features before the release version is created.

Are you also able to reproduce this bug in the latest engine version 4.14.1? If so; please post back here to let me know and we can continue the investigation.

Cheers,

TJ