It will work in that way because you are not processing blocking by something.
For now its complicated to understand what you want to achieve, so I need some better explanation of why you need to set world location instead of using AddMovementInput.
I get a problem when I try to get the player character’s worldLocation, I used the get worldLocation node to do it. I found that in the beginning, everything is fine, but once I was blocked by something, If I still keep moving by pushing the keyboard, the worldLocation will keep changing in the axis which I’m going through instead of keeping the player character’s real worldLocation. I don’t know what’s going on, I have tried it in the different version of the UE4, and get the same result. Did anyone know what’s the problem and how to get the real worldLocation?
It’s a thirdPerson mode, I just push the w key to move forward, and I used the get world location node to get the character’s world location in every frame.
I didn’t use it to set the world location, I just want to get the character’s world location in real time, But when I move, sometimes I will hit somethings or struck by some other objects, Once it happens, the world location will be wrong, cause the value of the world location don’t stop changing
“Blocked by something” This makes me curious. I actually started the ThirdPersonExampleMap and walked into a wall to check what’s going on and I don’t have any issues. So, is this also happening with your project or did you make some code changes that stop the player somehow? <3