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strange bug with transform...

Hi I'm trying to generate trees procedurally but I have a very strange bug when I set the location of the trunc. If I set constant float (like directly in SetRelativeScale + SetRelativeLocation or by making an addition with 0 (ex 5+0) ), the bottom of the trunc touch the ground but it doesn't when the number comes from the node RandomFloatInRange even if the calculated numbers returned from PrintString are exactly the same!

Do you have an idea of WTF is this :o ?

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Product Version: UE 4.15
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asked Sep 08 '17 at 04:48 PM in Blueprint Scripting

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latuberculedemoniac
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avatar image Iotti Sep 08 '17 at 04:56 PM

Can you test it without multiply for 50?

avatar image latuberculedemoniac Sep 10 '17 at 12:45 AM

Thanks for the answer but it must be multiply by 50 cause the cube size is 50 * component_scale. I tried but obviously it creates an error...

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A strange thing with the original code is that sometimes the trunc is above the ground, and sometimes it's under the ground when connected to random float node :s

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