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[Closed] [Bug] Set actor location does not work on Z axis for blueprint with simulate physics set to false

I have a static mesh with simulate physics set to true . When a button is pressed it will move to a location using the setworldlocation node in Blueprint . It worked when the object was a static mesh . When it is saved as a blueprint it will work on the first move . After that it will move on the x and y axis , but not on the Z axis .

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asked Mar 11 '14 at 01:54 AM in Bug Reports

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ue4-archive ♦♦ STAFF
49.9k 3662 1987 9113

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The question has been closed Apr 22 '14 at 08:17 PM by Adam Davis for the following reason:

Problem is outdated


2 answers: sort voted first

Mobility of the Blueprint SMA?

What is the mobility of the blueprint SMA set to, in its default properties?

Mobility::Moveable ?

Did you set the Blueprint SMA to be simulating physics?

Pic

please post a pic of your blueprint SMA's default properties

Rama

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answered Mar 11 '14 at 01:54 AM

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ue4-archive ♦♦ STAFF
49.9k 3662 1987 9113

avatar image ue4-archive ♦♦ STAFF Mar 11 '14 at 01:54 AM +

I duplicated the Level Blueprint you set up and have not yet encountered any z-axis translation issue. Could you post a picture of the default properties for the Blueprint Static Mesh Actor (your Green Cube), as Rama requested? I would also like to see the Details tab for the Mesh in your Components.

Thanks!

Ben Halliday

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Hey,

Thanks for your report. I have not been able to reproduce the issue you are experiencing. Here's a picture of what my Actor Blueprint looks like:

alt text

My mesh started at location 0, 0, 260. My NewLocation variable sets the location to 200, 200, 400 when G is pressed. Whether Simulate Physics is set to true or false, the mesh moves to the new location every time G is pressed.

If you can provide any further information or images of your Blueprint, I can investigate further.

Hope this helps!

Ben Halliday

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answered Mar 11 '14 at 01:54 AM

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ue4-archive ♦♦ STAFF
49.9k 3662 1987 9113

avatar image ue4-archive ♦♦ STAFF Mar 11 '14 at 01:54 AM

As an example this is the blueprint layout. alt text

This is what happens .

http://www.youtube.com/watch?v=UQk6ITWtfAk&feature=youtu.be

The green cube is saved as a blueprint and the cube with a default texture is a static mesh . When I press K it should send both objects to two different locations that alternate between each other. The static mesh will always move to the right place , but the blueprint will not move on the Z axis.

blueprinttest.png (177.1 kB)
avatar image ue4-archive ♦♦ STAFF Mar 11 '14 at 01:54 AM

Hey,

I investigated further and discovered where the issue is: when you create a Blueprint from a Static Mesh in a level, the Static Mesh is set as a child of a Scene Component automatically. The Level Blueprint is trying to set the Static Mesh's location rather than the Scene Component's. I have entered a report for this issue.

In the meantime, a solution that might help is to make your Static Mesh component the root component in the GreenCube Blueprint. If you don't need it, you can delete that Scene Component. If you try that and still run into this issue, please let me know and I will take another look.

Hope that helps!

Ben Halliday

avatar image joelr Apr 21 '14 at 04:29 PM

I have the same issue. Is there a way to track the bug report?

I will revert to using C++ for this features for the time being.

avatar image Adam Davis STAFF Apr 22 '14 at 08:16 PM

Hi joelr,

This is an archive from the beta of the Unreal Engine, please make a new post with the information found here. Thank you!

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