[Bug ?] The movement of the pawns inside the event OnComponentBeginOverlap

Exactly himself post.

Constructor:

UBoxComponent* BoxCollision    = CreateDefaultSubobject<UBoxComponent>(TEXT("BoxCollision"));

BeginPlay:

BoxCollision->OnComponentBeginOverlap.AddDynamic(this, &"XX Class"::OnTriggerBeginOverlap);

Event handler:

 void XX Class::OnTriggerBeginOverlap(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult)
    {
        APawn* Pawn = Cast<APawn>(OtherActor);
        Pawn->SetActorLocation(FVector(10, 10, 10), false, nullptr, ETeleportType::TeleportPhysics);
    }

In 99% there is a movement of a pawn at a high speed from a position.
If in the processor to wait a certain amount of time, everything happens normally.
Another point, if you use OnComponentHit, all is well!

In the documentation of such things there is not a single word, maybe someone will be able to explain what the problem is?!!!

My guess is that in the OnComponentBeginOverlap handler you can’t move a Pawn. But why?

Plus, if you can withstand the movements themselves before the arrival of the tick, it is also all good.

Thanks in advance!

Video

What is your goal on the overlap?

Strange question! Anyway, when detecte collisions to produce the movement of any object, in this case one that is passed to the event!