Thanks Ads,
Yes, that’s exactly what’s happening. I didn’t realize enabling physics on the mesh would cause its transform to change relative to the actor’s. Is there a way to link the actor’s transform to match the mesh or replicate this behavior through the actor itself? I am using the Add Torque function to roll the ball around, and it only seems to accept the Mesh rather than the Actor as input. I can’t find a setting to enable physics on the pawn or root.
If there’s not an easy solution, I’m content with the workaround I found, even though it’s probably not ideal.