No, I mean the literal “Pawn” class. I created 2 new Blueprint Classes, each derived from the Pawn class (not DefaultPawn). I set the root of one to be a scene component and the root of the other to be a collision component. Even if you attach a collision component to the SceneComponent-rooted Pawn, only the Pawn with the collision component as its actual root will end up having hard-collisions (triggering “hit” events) with other blocking objects.