Actor location and static mesh locations not equal

I have a ball that falls in the game. I spawn in via c++ using spawn actor at a position of 0, 0, 1000. Inside the ball blue print I have one static mesh which is the ball.

In the game, I de-posses the player with F8 and look at the position of the ball. If I click on the ball when it’s on the floor which is at 0 Z, the details say the location is still 1000 Z. I’m thinking the mesh is falling and not taking the actor with it? I’m new to unreal and am uncertain why the Z value isn’t 0 when on the floor.

The whole point of this is to use a PhysicsHandle to pick up the ball but there seems to be an offset of where I’m setting the target location on the handle and where the actual static mesh of the ball is.

Please help!

1 Like

Which of the components of your ball is simulating physics?

sounds to me as if you are simulating physics on the static mesh which is not your root object

Thanks to Lardo Deepdelver, I was able to figure out what was wrong. I had a DefaultSceneRoot node that was not the Static Mesh. Making the static mesh of the ball the Root node fixed the problem.

Thanks!