character collision not working when stood still, works when moving

Thanks, I hadn’t considered the movement wouldnt happen in the same tick, When i try and do it in the same tick i get really jerky movements compared to the two tick approach above. The full tick function is below, it is currently the only think i am doing. It is a subclass of ACharacter: I’m just trying to get smooth movements with Character that will interact well with both physics objects and objects that are moved by other means.e.g. Lerp


void APlayerCharacter::Tick(float DeltaTime)
{
Super::Tick(DeltaTime);

AddMovementInput(FVector(0.f, 1.f, 0.f) * 0.1);
AddMovementInput(FVector(0.f, 1.f, 0.f) * -0.1);

}

and it produces this effect: https://youtu.be/il-pcZsqIVk

the second part of the video shows the effect when it is spread over 2 frames using the blueprint method outlined previously.