Unclear regarding what your expectations are. Which part of the above does not work for you, specifically? Here’s one thing that sits under the hood and can cause issues:
Disable it, otherwise you’ll get mass distributed unevenly which will affect simulation which pawn’s movement component emulates. Note this works per collider and vertex density dictates the centre of mass (last time I had to deal with it, at least).
If I use
Weld Simulated Bodies
, the object stays in place but then loses proper physics interaction with the player and other objects.
This is the path to take generally. Could you elaborate on what you mean by the proper physics interaction loss? The pawn no longer collides using the new volume that stems from the extra attached components / actors? If so, when movements components do their thing, the only component they care about is at the root of the actor, anything attached is not taken into account while sliding collision is calculated.
You’d need to rewrite how the system works. You may have some success with:
But it’s fiddly.