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Setting location differ between relative and world

I'm trying to make an actor follow my player's hand, essentially every tick, I get the difference between the location of the hand at the end of the last tick and its current location, then add that to the current location of the following actor. This works perfect when using the world location and setting world location, however, I need to use relative location and set relative location. When doing this I find that the amount that the follow actor moves is greatly different for some reason compared to using world location? I'm assuming the scales in my blueprint's hierarchy are to blame? Is there a way to fix/ignore this so I have the same movement as when using world location??

Product Version: UE 4.16
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asked Jul 06 '17 at 04:59 PM in Blueprint Scripting

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answered Jul 06 '17 at 06:08 PM

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avatar image PatrickRegal Jul 06 '17 at 06:13 PM

Im specifically avoiding attachment, the system Im building is like a slider, but in 3d, so I can't attach it because I need the actor to stay where it is and have just the slider/arms on the actor move

avatar image redbox Jul 06 '17 at 06:28 PM

you can't use relative location for actor that is not a part of actor you want it to be relative to. in usual case actor is child of the world, so world location is like relative to world. do you understand? you need to add actor as a component to another actor, to make it relative. in other case you can set only world location, because actor is relative to world.

but maybe you can try to attach it to another actor, and use relative offset to simulate that sliding.

avatar image PatrickRegal Jul 06 '17 at 06:42 PM

I described my problem a bit inaccurate to attempt to simplify, my "follow actor" is actually a component of a actor, I want this component/arm to follow my hand, not the actual actor. I'm trying to set this component's relative location

avatar image Donut5 Jul 06 '18 at 08:37 PM

Having the same issue, mostly because simulating physics detaches the actor in question.

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