Thank you for the quick reply!
I’m away from my desktop now but I can confirm that pressing X while moving my pawn causes it to be knocked as I want. In my full script I also enable and disable the playercontroller to briefly block external velocity modifiers too.
Interesting, so the root comp and the FloatingPawnMovement are linked moreso than the lower hierarchy components? And this could be some sort of ‘tick’ sequence issue? Is it that the Root comp (plus PawnMovement) is ‘ticked’ before the CollisionMesh?
Thanks again