It all boils down to the fact that our pathfollowing is based on character movement component. There is a basic support for path following with other movement components, but it’s just not that robust of fully tested. The good news is that making CharacterMovementComponent
working with Pawn
is on the todo list, so maybe stick to deriving from Character
for now, and you’ll be able to switch back to pure Pawn
once that feature is on-line.
Cheers,
–mieszko