Is Set World Rotation bugged UE4.14?

Hello. Using 4.14.1, just compiled from the Github release version.

I migrated my project over from 4.13, tested it and it works gret expect for just one bit. At the bein play segment, I call an actor and set it to look at another actor once. I simply set the defaultSceneRoot of the actor blueprint to the new rotation. IN UE4.13 it worked flawlessly.

However, the actor is not moving any more. It stays fixed, facing the same direction it was when it was placed on the level.

Blueprint Set up.

http://puu.sh/sW5IK/83e45a2aed.jpg

The node is fired, because when I set a break-point there, it does get called. I tried to simply set the new rotation manually, to test out various values, but it doesn’t work, it doesn’t move at all. I then Tried this set up, and the value I get from get world rotation for the defaultSceneRoot, is not changed at all after the SetWorldRotation.

http://puu.sh/sW5YA/d791b50c30.jpg

Is this a known issue, or is there a workaround? Thanks

New Info, I just tried the same setup on a clean project on UE4.14 and it did work then. I made a small “spotlight” model follow the player with the following blueprint set up.

http://puu.sh/sWCtR/a3863aef55.jpg

Which I call every event tick. So, what can I do in my migrated project? What can I try out?

http://puu.sh/sWCpv/2b1f590587.jpg

I got it. Thanks

Just kidding, of course I will say how it was fixed.

The issue was that the components were set to Stationary, and the defaultSceneRoot to Static, to save on light performance by having fixed lightmaps built. Anyways, it seems that if the component is set to Stationary or Static, it wont move around when using set world transforms. It was still allowed to move on 4.13, and then “fixed” for 4.14 I think.

I set the components to movable and the Set World Rotation works as intended.

http://puu.sh/sWDuw/84a6665d37.png