Set actor location on overlap launches it into air

I’m trying to implement a basic teleport functionality. I’ve set up a blueprint with box collision.
On overlap I set player pawn location to another fixed position (with SetActorLocation node). The problem is, after that my pawn is launched in the air.
If I trigger the same behavior via a hotkey, everything goes perfectly fine. If I overlap with this box collision, my pawn is then launched in a weird direction with extremely high speed.

The pawn is a modified version of Twin Stick Shooter template.
This is the base implementation of movement which works (doesn’t cause this problem/bug).

And this is my implementation which suits my needs but causes this weird issue except if I use a hotkey to teleport.
The middle input is from Event Tick.

314027-teleport2.png

I’ve tried to consume and/or disable input before teleporting, also diable tick event to block input, still the same problem.
Will appreciate any help on this.

I was able to overcome this by using the default method (with AddWorldOffset node) and without floating pawn movement. It still does what I wanted it to do. The modification is to remove turning on move (SetActorRotation node) and use a different logic for turning.

did you try the teleport node instead? as in the set world position, it sweeps the overlaps an might triggers many times,