Why didn’t they implement an option in the configuration? (check/uncheck) would have been easier…
Instead, it took me two days to go crazy trying to figure out what was happening…
If that configuration exists, please let me know.
In any case, thanks to the guy in the video for providing a solution to this problem.
And anyway… I don’t understand why with a simple cube it works without having to do this and it doesn’t work with the pawn…
The cube is simulating physics and the pawn is not. When the cube gets hit it gets launched in the air, rotates a few times, hits the ground and slides a bit… all controlled by the physics system. The pawn is just using the movement component and char capsule to try and move but since its blocked its pushing the pawn to a spot that isn’t blocked. You would need a custom pawn that simulates physics if you want to be able to randomly whack the pawn with stuff and have the physics system determine how it is handled.