Yes quite easily. It appears the core issue here is that I am trying to make a floating pawn. The way I had this working (before I updated) was the Pawn’s mesh was set to “simulate physics” and I had code to negate gravity and make it “float” with a hovering effect. Setting simulate physics to true though seems to completely break being able to call “addactorworldoffset” as well as move it in the editor etc. What is the correct approach for this?