Pawn mesh velocity slows down when running alongside a wall?

I’m making an infinite runner game in Unreal engine 4.15

The problem I’m running into is that when my user controlled pawn tries to “run” along to the invisible barriers (above, below, and to both sides), the pawn mesh collides with the wall and slows down, sometimes stopping entirely. The thing is, I want the collision to be there so the user can’t leave the generated play area, but the speed needs to stay the same whether colliding with the walls or not.

I’ve tried messing with the collision settings and collision classes. I’ve also tried breaking the hit on hit event and looking at the data to find where the bug is occurring, but no luck.

This is my first time trying to make a game with Unreal engine, so if anyone that has more experience or insight into this issue might know a fix, I’d love to hear it haha.

(Side note: I’m making this game as a final project for one of my classes, and it’s due next week. I’ve been working on it on and off for about 5-6 weeks now, and this is one of the last major bugs I really need to fix before I can turn it in)

Here’s a video of it in action: (top left corner is the velocity data of the character mesh)

Screenshot of the character mesh and collision settings:

Screenshot of wall collision settings (uniform for all 4 walls):

I’m not sure if this will solve it a hundred percent, but as a first step I’d turn off friction, or use a frictionless physical material on your pawn…

It’s unlikely, but just as an elegant, cheap solution if your floor, walls and ceiling don’t vary much, you could use a Clamp to keep your character location inside the specified bounds… no need for collision with floor/walls/ceiling at all. If they change all the time, it would be easier to use some form of collision.