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.