Detecting player overlap:
Are we getting closer to what’s needed?
Wait can’t I put a box collision in front of the meshes that stops overlapping?
You can! That’d make sense if you wanted the collider to have a different shape than the mesh. Perhaps only the front of the car is dangerous. Or some cars have a spike on the side.
I have exactly what you have but my car doesn’t move when spawned in.
So dynamically spawned Pawns that do the above do not move? That’s intriguing, actually. I’ll have a look and report back.
Ok I figured out a solution. I made it two where when the faster cars overlap the slower ones the faster cars change their speed to the slower cars. This way they never have to be overlap one another. However, do you know why I keep getting third person character failed to fully load when I try to launch my game? Here a link to what they look like: Untitled document - Google Docs
It could be million things. Some order of operations perhaps?