SetWorldLocation launches Pawn into the air

Hey everybody,

So I managed to temporarily fix issue by using a different approach:

Teleportation is now handled by the Pawn instead of the portal. When OnComponentBeginOverlap is hit, I set a flag of the Pawn that would execute the teleportation code in the next tick. It is a workaround but works as intended.

My guess is that there is some sort of code or setting in the default pawn that is causing problem. I tried creating a new pawn and it worked perfectly with the blueprint I posted before. I may add a screenshot of the solution in a near future.

Thanks again,

Christian

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