FloatingPawnMovement in Actor

Is there a way of getting FloatingPawnMovement componant to work in a (non pawn) actor?

I had a pawn in my game that could be remote controlled by the player but getting complicated collisions to work was proving to be a real pain as I need more than the basic box collisions, so I changed it to an actor.

When changing it from a pawn to an actor it seems to lose any directional input. Rotations etc still work and the inputs are coming through but actual movement has stopped. I assume this is due to the fpm not being compatible with an actor?

I wondered if it is possible to have floatingpawnmovement componant working in an actor or if there is an alternate option?

Actor is the parent class of pawn. If you can’t do something as a pawn, you likely can’t do it as an actor either.

Collision should work fine in a pawn class if you add some collision detection components, but I guess I don’t know exactly what you were trying to do.

If you want to get really fancy, you could always make a Character and try to get flying movement to work in the Character Movement Component.

Thanks, I have a very complicated actor/pawn with a lot of different collision hit-points. The pawn class seems to work on a bit of a restricted heirarchy off the parent componant when it comes to collisions and I am finding it to be very glitchy to work with.

When changing to an actor the collisions now work great but of course I cant seem to use the FPM componant - which works great for what I need it to do (If I could get it to work)

Would save me a lot of time if I knew if it was even possible before I get too far into it