Calling “Teleport (Actor)” with the actor’s current position affects movement in 4.12, which did not affect movement in 4.11
In a new 3rd person project, add this to the outputs of both “Add Movement Input” calls in the Movement Input section of the pawn’s Event Graph:
Since it teleports the pawn to its current location, it shouldn’t affect movement. In 4.11 it doesn’t, but in 4.12, it prevents jumping (the animation happens, which creates a small jumping motion, but if you make the capsule visible, you can see it doesn’t move vertically).
The reason I do this is to force a collision check on the capsule size (Set Capsule Size doesn’t do this, even if “Update Overlaps” is on). It would also be nice if there was a call to just re-check collisions on a pawn, or if increasing the capsule size would do this.
One final note, turning on “Update Overlaps” in Set Capsule Size can create infinite stack recursion, which is not obvious. I don’t know why this happens.