Weird movement issue

Hi, I have a weird issue.

I have C++ class for an item. It does really nothing, it just has a static mesh component.
A subclass only overrides collision event to heal the player.

My blueprint for it just sets the static mesh and the collision settings to no physics collision and overlap pawn, everything else is ignored. I can’t uncheck Simulate Physics since I added movement code to Tick with Sweep (SetActorLocation).

Tick isn’t called even though I set PrimaryActorTick.bCanEverTick to true. I first had to check both check boxes in blueprint.

But even if my movement code isn’t executed, my items keep moving on negative Z axis for no reason.
I spawn them from another actor. They are applied default rotation, a position, and their internal speed vector is set to -1,0,0 multiplied with their speed. (negative x movement).

Inside the item I tell it to Set its location with sweep. It works only like I said with blueprint tick activating.
And the code works, but nevertheless it keeps moving on -Z additionally. I don’t know why. Please can anyone help me?

Lel, that “Enable Gravity” checkbox in the extended physics settings :smiley:
Big problem solved, anyone knows anything about the tick activation?