Setup Detour Crowd for Basic Pawn

I always thought that Detour Crowd only works with the CharacterMovementComponent hence only with the character.
But I’ve now seen in the docs, that it should just work with a basic pawns.

So I’ve tried it once again, but it does not work with the pawns.
In the debug view, the detourCrowd points don’t appear and the pawns simply bump into each other. If I reparent to character, it works out of the box.
Hence, here is the question: what is needed for detour Crowd with pawns? Is any special implementation needed in the movement component.
Is there any real documentation available?
Thanks.

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bumping this up because I also want to know. Did you ever figure this out?

I made my own movement component that derives from pawn movement component. It works fine with the navmesh, so when I use MoveToActor it ends up calling my movement component method RequestDirectMove(const FVector& MoveVelocity, bool bForceMaxSpeed) that I overrode and I do the necessary movement from there using the MoveVelocity. But when I turn on Detour Crowd it still calls this method but the MoveVelocity param that it sends is just a vector 0.