Is Kinematic Rigidbodies functionality valid in UE4

I see - you’re using this tutorial: Unreal Engine 4 For Unity Developers | Unreal Engine Documentation

It would seem that whoever wrote that tutorial didn’t test that code.

There’s a spelling mistake so the actual Unity code would be:

 rigidbody.isKinematic = true;
 rigidbody.velocity = transform.forward * 10.0f;

That code doesn’t work in Unity to move the object – in Unity as well, a kinematic (non-simulated) rigidbody will ignore its velocity value. Kinematic objects generally do this in all game engines – so that’s a great catch. I haven’t tested your code in Unreal but it’s not surprising to me that non-simulated objects don’t translate using that velocity.

Hopefully somebody can fix that up?

In the meanwhile, the fix I would imagine is to turn on ticks for your object (turn on can ever tick) and control the object’s location yourself in the tick function.