Blueprint Call Function Node Breaks Static Mesh Physics

Hi everyone,

I’m trying to make a simple boat that bobs up and down and can be possessed by the player in my game. My background is in environment art so I don’t have a great understanding of how all of the blueprint nodes work together. I copied a blueprint from this forum that created a simple up and down animation on a static mesh. You can view the post here: [https://answers.unrealengine.com/questions/1007704/view.html][1]

When I enable physics on the static mesh so that the motion controls for the boat work, the boat is instantly teleported to the world origin where it jitters up and down rapidly. By trial and error I found I can stop the jump by disconnecting “Set Actor Tick Enabled” from “Call Function”. This also breaks the bobbing animation.

My guess right now is that there is a conflict with the blueprint setting the mesh location and enabling physics. How should I fix this?