One method would be adding a Collision Cube in the Blueprint and place it in front of the Pawn. Then Component (Collision Cube) Begin Overlap > For Each Loop > plug in the “Other Actor” with the Array, then, then tell the Pawn’s movement to stop input via “Disable Input”.
I’ve done similar things before. You probably need to add a delay node afterwards then “Enable Input” so it can move around again. It’ll run into the object again unless you tell it to rotate. Kind of like a Roomba cleaner.
This one I made uses an Interface so it’s very specific when Disable Input works. But it’s a Box that looks for the Player. And if the Player (or any other Actor that has the Interface, it will disable the movement ability.
The 3rd picture is how I would handle it stopping movement for ALL objects it bumps into. It “should” work. But it will not discriminate. (This is a very, very messy way of handling it)