SetWorldLocation launches Pawn into the air

Hey all,

Thanks for your attention on .

CrimsonHawk, I thought that could be the issue but the CollisionComponent is the root of the Blueprint. I tried to change it but it is inherited from the default pawn.

, I tried several different “SetLocation” nodes and still had the issue

The weird part as I mentioned in the original post is that setting the location in any other context (i.e Another function, BeginPlay execution,etc) works fine