Physics makes my pawn stick in place

Hello,

I’m trying to learn how to use UE4 since a short time ago.

To do so, I made a test project:
A pawn with a ball rotating around it.
The pawn is represented by a cylinder.

The problem occurs when I try to add collisions to my pawn:
I cannot trigger hit or overlap events unless I activate physics.
“Well, not that a problem, because I’ll be adding physics someday” I thought.

The real problem I have now is : when physics are enabled, Hit events are correctly generated, but I cannot move my pawn.

To be more specific : The Cylinder definitely doesn’t move while the ball that rotates around the location of the pawn moves as intended. In other words, only the Cynlinder stays where it is.
I use CenterPawn::GetActorLocation() to set the ball’s location, so I should be safe saying that the cylinder doesn’t follow the pawn location.

I’m using the blank C++ project template.

Current configuration of the pawn :

Thank you for reading this!

That’s probably because only the “DefaultSceneRoot” moves.
As long as cylinder doesn’t have physics, it moves with the root.
After you add physics to it, it’s moved by the physics.
Your setup is wrong. If you only want to detect overlaps, uncheck simulate physics on cylinder and change the collision presets to detect overlap or make cylinder your root component.

I modified some things between my post and your answer, and managed to fix it.
It was exactly what you’re saying : The DefaultSceneRoot should not have been there from the beginning.

I’m understanding the way the engine works a bit better than before thanks to what I tried to fix this.

Well, thank you for your answer! I’ll try to gain knowledge and experience.