this is what happens when the velocity is low it is working but when it is high it overlaps it.
I tried this with a different approach but still not fixed.
You’re actively trying to force the mesh to intersect geometry by using Add Local Offset. I don’t think this is a good approach here.
If I wanted to make a reliable paddle, I’d create a Pawn with a Floating Movement Component and utilise Movement Input. You’ll get superb collision results in most cases. Consider it. And additional (yet optional) functionality the component offers.
So a Pawn could look like so:
And controlling it:
It will just use geometry of the level, no need to punch in fixed values. If you manage to break it, do tell!