#Unfortunately the same result of it not
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Maybe plug at first only Set Simulate Physics to false and then Set Actor Location?
in case when it teleported you had gravity enabled
Yeah, that was one of the first things I've tried when I was trying to make it work in the main feature.
I think I am just going to fake it by destroying the main actor and spawn a dummy one in its place until I need it to move again.
Its kinda silly that I can't get this thing to work otherwise
so in case of gravity enabled and simulated physics node set to false it doesnt work?
Correct, Unless the class has them disabled to start off with in the details panel, it does not work.
hmm, try to set simulate physic to true, then disable it with node and print the output it its true or false actually
nothing, Even tried "adding force" after i disabled physics in BPs and got a warning telling me physics was disabled.
what about on physics on default root or on every component ?
No physics on the root. just the static mesh
even forced the Mobility to Movable.
Its just one of those weirdo unreal things I guess.
Maybe it will work in UE6 
hmm, but that's weird that set actor location cares about physics
do you think this is the issue only?
at this point yeah, the test actor had nothing in it other than the static mesh.