Navigation Problem: Character vs Pawn

Hi, I want to make a box (AI) that can navigate around objects on the map.

I have tried creating this from the character class, but the capsule component is not box shaped (shocking, I know). There seems to be no way to make it box shaped, and trying to add a box volume and make the navigation take it into account has not worked out.

I also tried creating this from the pawn class. I made a box volume, added a Floating pawn movement component and copied the movement nodes from the character class. It can move around and takes the “boxiness” of itself into account when moving around objects. However, due to the simpleness of the Floating movement component, it has no pathfinding.

How can I make either of these setups work( i - make the navigation of the character account for the box, or ii make add pathfinding to the floating movement component )?

Thanks.

If you want a BOX COLLISION inside Character Class, just add one?

  • Add Components
  • Box Collision

No biggie that you have two collisions. Just set Capsule Collsion to off.

I set the box collision preset to pawn, but when i turn off the capsule it falls through the ground.

You do not turn off the capsule, my bad, you just give it custom settings so it does not interfere with anything on overlap but does not fall through world.

I set the box volume on BlockAll, and turned Dynamic obstacle on. If I switch Dynamic obstacle off this happens

Whatever I do, the added volume does not collide with the world.