MoveTo & TeleportTo BUG? : Verse script compiles, runs, doesn't move creative_prop

and this is the super simplified attempt to use MoveTo

Same results: compiles, runs in game, computes… still prop snaps back to original position.

Feels like a hardcoded limitation somewhere in UEFN. Would be nice to know if it is.

using { /Fortnite.com/Devices }
using { /Fortnite.com/Characters }
using { /Verse.org/Simulation }
using { /Verse.org/Verse }
using { /UnrealEngine.com/Temporary/Diagnostics }
using { /UnrealEngine.com/Temporary/SpatialMath }

# This class defines a device that makes a cube follow the player
FollowPlayerMoveTo := class(creative_device):

    @editable
    Cube : creative_prop = creative_prop{}
    @editable
    VolumeTrigger: volume_device = volume_device{}

    # Runs when the device is started in a running game
    OnBegin<override>()<suspends>:void=
        Print("Device initialized and waiting for player to enter volume.", ?Duration := 6.0)
        VolumeTrigger.AgentEntersEvent.Subscribe(TriggerWakeupAsync)

    # Function to handle the event asynchronously
    TriggerWakeupAsync(InPlayer:agent):void =
        spawn{TriggerWakeup(InPlayer)}

    # Async function that handles the logic when a player enters the volume
    TriggerWakeup(InPlayer:agent)<suspends>:void =
        if (FortCharacter := InPlayer.GetFortCharacter[]):
            Print("Player entered volume and attached!", ?Duration := 6.0)
            FollowPlayer(FortCharacter)

    # Function to make the cube follow the player
    FollowPlayer(Player:fort_character)<suspends>:void=
        loop:
            PlayerPosition := Player.GetTransform().Translation
            PlayerRotation := Player.GetTransform().Rotation
            Cube.MoveTo(PlayerPosition, PlayerRotation, 2.0)
            Sleep(1.0)  # Adjust the delay as necessary