How to implement pushing mass of AI pawns

Hello!

I’m trying to create a similar setup as seen in samurai warriors and dynasty warriors with “freely” moving player through mass of enemies.

I’ve been able to push AI characters with some physics customization and blocking volume collisions etc… lots of different tests, but it always falls down to collision between the AI characters which were explicitly affected by Player’s movement.

Any ideas how to correctly implement this or if the engine by any chance do have this kind of simulation already which I have missed?

I have gotten it work pretty fine with single collisions but when explicit collisions happens further down in the collision chain it blocks the player due to AI Character’s not affecting each other, this is unwanted behavior.

This also leads to another question with performance if this must be manually simulated. What would be some good practices to solve this kind of behavior?

Some notes:

  • AI Characters use move tasks to move, so physics simulation is probably not a possibility here?

Here you can see a little example of what should not be happening with character collisions on 1. and 2. character:

Looking at a different, but possibly related issue. I’m using 2 different floating movement pawns, and the player is always able to push the other (larger) pawn off course. I’m using mass and physics and expected that my larger pawn (with much higher mass) would continue on it’s path regardless of what the player was attempting to around it.