UEFN / Verse: How can I keep a player character fixed in place while still reading movement, jump, sprint, etc. inputs?

Hi,

I’m trying to build a system in UEFN / Verse where the player character stays visually fixed at a specific world position, while I can still read the player’s inputs normally.

My goal is:

  • the player should remain at the exact same position in the world but keep walk, sprint, jump, … animations;

  • the player should still be able to rotate the camera;

  • I still need to detect inputs such as move forward/backward, move left/right, jump, sprint, etc.;

  • those inputs should drive another object or custom gameplay logic;

  • but the character itself should not spacially move.

The problem I’m running into:

  • if I leave normal movement enabled, the player moves as usual;

  • if I continuously teleport the player back into place, it causes visible shaking/jitter;

  • Input Trigger Device does not seem to let me cleanly consume all standard movement inputs for this use case;

  • PutInStasis helps block movement, but I’m looking for a way to keep the player “static” without losing useful input responsiveness.

Is there a clean way to achieve this in UEFN?

For example:

  • with Verse only;

  • with devices;

  • with some combination of camera / stasis / input triggers;

  • or with another recommended approach.

If anyone has already built something similar, I’d appreciate an example setup or the right technical direction.