Can I use a Skeletal Mesh with a Physics Asset as a root of a PawnActor for collision!?

Hi, I would like to know a way to use a Skeletal Mesh with a Physics Asset as a root of my PawnActor for the collision (without simulating physics)… is it possible?

My problems is:

I have a Pawn that I want its collisions to match my Skeletal’s Physics Asset, I dont want the basics shapes (Capsule, Sphere and Box) as root.

If I use the AddActorWorldOffset function with Sweep set to true, it does not block my movement if I use a Skeletal Mesh as root, only if my root is a basic shape (I did set both collision presets to “Pawn”).

Any ideas?

Thanks