PawnMovementComponent + Physics.

Is there any way or am I banging my head against the wall here. Tried having a bool trigger the simulation on the mesh on/off depending on input !=0, but it just bugs out. Values read correct but once it collides, thats it. Tried disabling gravity, no go. Different physics mats, no go. I can write my own gravity, ezpz, but it seems weird that FloatingPawnMovement can’t use physics in any way.

Edit: I tried everything I could think of. If you are reading this from googling the question, the answer is: Don’t bother.