When my pawn overlapps an actor, it jumps. I set the jump with the add impulse function. The problem is that sometimes (not usually) the pawn jumps a lot more than it should without changing any values of the impulse. The pawn has a skeletal mesh with an animation (I don’t think that affects the outcome but just in case).
The other problem I have is with the add relative rotation function which I set up with an event tick. I supposed that the pawn will rotate indefinitely because of the tick event, but far from reality, it rotates 90º and stops rotating.