My pawn keeps going through collision

I’m trying to make some adjustments to the Twin Stick template.

In the default template, the UFO mesh component itself seems to be providing the collision for the pawn (it’s set to “pawn” collision). But that collision doesn’t work very well - the UFO gets stuck on all the collision in the level (even the physics cubes) unless you’re completely pushing parallel to, or away from, the walls. I want the UFO to slide along walls in the way that the third-person pawn does in the Third-Person template.

Thinking that the problem was probably that the UFO was using its own collision instead of a primitive shape (like the capsule from the Third-Person template), I’ve tried several different solutions and they all fail for the same reason, and I can’t figure out why. No matter what I do, if I create a collision component out of a primitive, set its collision to “Pawn,” and turn off collision on the other components, the pawn’s collision seems to act really strange.

To wit:

  • The pawn will completely ignore the
    BSP collision and just move through
    it.
  • I scaled up one of the two static
    mesh cubes to make it as tall at the
    pawn. The pawn will go halfway into
    the block before doing an ugly
    pop-out.
  • The static block that I left
    alone, the pawn collides with (the
    lower 1/3 or so of it), but it just
    moves through it.
  • The pawn will
    collide with the stack of physics
    blocks as soon as the pawn touches
    them (as I would expect all the
    collisions to be occurring).

I’ve tried (1) turning the collision off the UFO and adding a sphere or capsule component with collision on it, (2) doing the same as #1 but starting with the collision component as the root, and (3) building a simple character per How to Set Up Inputs in Blueprints. No matter what I do, I get the same behavior as above.

I’m completely confused - this seems like a simple interaction, but it’s not working the way I would expect it to.

Bonus question: When the simple character does collide with the scaled-up static block, the pawn goes halfway inside, then pops out, so that if you’re pushing up against it, the screen continually pops. Is there a way to keep that from happening?

Thanks for any help!