FloatingPawnMovement - Set Velocity no effect.

It’s not about more or less or who goes first. There can be only one element the movement comp cares about and it must be at the root of the actor (here, it’s Scene with no collision capacity at all). With no blocking colliders, this pawn will intersect geometry freely.

This may be irrelevant to what you’re making, ofc. However, quality blocking sliding collision is achieved by having a blocking collider as the actor root.


The above does not help your case, though I feel.

this is for the player character, and is intended to produce a knockback effect when the character encounters an enemy actor

It’s a bit curious that X delivers yet overlap does not. I’ll try to replicate it.

  • how do you move the the pawn? Add Input Vector?
  • however unlikely, is physics simulation involved in any of this?
1 Like