Okay, makes sense. I’ve been trying to get this workflow to work for my setup but wondering if you have any thoughts about how I’m handling this or recommendations for trying this differently. I’m guessing that because this is working in your setup and not mine that there is some issue with when timeline ticks and possession are actually hitting and I’m just not able to catch my elevator in a Static Mobility stage when I want it to. I’ve tried a few dozen remixes of these blueprints but haven’t gotten any different results. I’ve even tried stopping the elevator timeline before the possession, then possessing the turret, then setting mobility to static, then resuming play on the elevator timeline and that didn’t work either. I’m using interfaces but unsure how that impacts the timing we’re after. Another question, I tried this a few times and it didn’t work but am curious as to why we would set the elevator platform to static mobility after the possession? Wouldn’t I want the platform to be static and then possess the turret? Would that “clear out” any accumulated location values because now its no longer moving? That just sounds right to me but I do not understand what is happening behind the scenes on these nodes so could be completely off. I’ve attached a few screenshots of my BPs below that I think mirror your setup above, albeit leverage interfaces to communicate between BPs… Is your setup within the Level BP or attached to the actors? Maybe if I did all of this within Level BP I’d have better control over timing / sequence order?