Animations just stop playing when I "Set Actor Rotation" and am moving

Getting a very strange bug here… if I use the “Set Actor Rotation” node to set the rotation of my character on every tick (trying to set up a turn animation that controls the turn via Rotating the actor) and then move the character in-game (either via movement input or via a “Add World Offset” node) then the animation freezes while the character is moving.

I can see in the Animation Blueprint that the animation is still being evaluated (the node itself it scrubbing through) but most of the character does not animate. I say most of because the toes and a couple dangly attachment bits still seem to be moving, but most of the bones are not. I removed any Control Rigs and other IK stuff that might be interfering, and I’m still seeing this.

I’m pretty confused by this. Any idea what the heck could be happening?

Figured out something a bit further:

It has something to do with Collision/Physics being enabled on the character. If I disable collision on the character mesh then it works again.

Aaaand some further details:

I’ve narrowed the problem down further to the PhysicsControl component that was added in 5.2

I can keep Collision enabled on the character as long as I disable the functionality of this Component, which I put into the character recently.

I know it just came out of “experimental” mode, so I guess there’s still some issues in it.