Don’t know how to get that, but you could use the spline to direct the rotation and still use the movement system keeping the collisions active.
Something like this when you spawn in the spline.
That way you’re still moving the pawn as normal, only rotating it according to the spline
Here’s what it looks like, the actor at the beginning of the spline and I set the rotation to the closest point of the spline as it moves forward. The Spline goes into the cube but the Actor cannot pass through because the collisions are working.