Get Relative Rotation is not relative when physics are on bug

Get relative rotation of a static mesh component inside a actor with a DefaultSceneRoot works fine without physics on but as soon as physics are set on the Get Relative Rotation node gives out a world rotation instead!

Hey Davision,

This is intended behavior. The reason is that when a component simulates physics, it detaches from its parent. So in your case, your static mesh is attached to your DefaultSceneRoot. When you Simulate Physics on it, the mesh will detach from the root, because the simulation takes place in world space. As a result, you won’t be able to get its relative rotation, as there is no longer a parent for its rotation to be relative to.

Have a great day