Since the previous code wasn’t working, I’ve tried using this:
FVector pos = character->GetActorLocation();
FVector new_pos = FVector(pos.X + 1, pos.Y, pos.Z);
character->SetActorLocation(new_pos);
However, the player now clips through walls, which I was afraid of. Simulating movement through a series of teleports, in my experience, is always buggy. Preferably, I’d like to add movement input or set velocity so we’re not bypassing collisions or physics.