Strange Physics Behavior -- Object Moves Without Velocity

I have a placed a disc under the character. Using the SetWorldLocation node, the disc centers itself directly under the character. When the character moves, the disc updates it’s own position.

This works fine until the character actually steps onto the disc. When the character is on the disc, the disc seems to have extra velocity. The disc will drift by itself even though the character is supposed to be stationary (the disc now moves the character). When the character moves while on the disc, the disc seems to gains extra velocity (speed?), and movement is too fast.

If the character jumps, the disc will stop.

There is also a sphere above the character’s head. This sphere is also positioned with SetWorldLocation. This works as expected.

In the linked video, the disc moves as intended while the character paces the square grey floor. When the character steps onto the disc, the disc begins drifting. Yet, there is no input on the character at that point.

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An image of the BP is attached. This behavior occurs regardless of whether teleport is true or false. This behavior also occurs with the Teleport node. Also attached are the physics and collision settings. No matter what I change, or what values I use, the result is always the same.

The linear velocity is usually 0. The only exception is when the character runs off the edge (it seems), and the disc catches the character before a fall. Even on a hit from a jump, I get these vectors:

LogBlueprintUserMessages: [Disc] Normal: X=-0.000 Y=-0.000 Z=-1.000
LogBlueprintUserMessages: [Disc] Impulse:X=0.000 Y=0.000 Z=0.00
LogBlueprintUserMessages: [Disc] Linear Velocity: X=0.000 Y=0.000 Z=0.000

The disc should not move when the character is stationary. And the disc/character combo should only move at the speed of the character.

Thanks!

I have moved the SetWorldLocation to input, which might be a better option. But I’m still curious to know what causes the original issue.