A moved actor's location stays the same?


I have an actor with a static mesh component inside, which has gravity and physics enabled. If the player pushes the actor by walking towards it, the actor location still remains the same even though it has actually moved in game.

It seems that the mesh is pushed by the player, and the actors position remains. I have logic that requires positional info, so, should I just update that logic to look for the root component’s location instead of the actor location?