AI Controller move but not the Pawn

Maybe he’s set to static, or maybe the controller is not possessing him? Have you had the controller print out the display name of the pawn he is possessing?

I have verified : CapsuleComponent is moveable; the auto possess AI is set to Placed in World or Spawned and as the pawn name (saw in the capture) is the same as the name of my BP_Garde in the World Outliner

I’ve found : in Physic section, Mesh subsection, simulate physics needs to be set to false (not to true by default)

Ah yes. I have seen this one before in the unreal forums.