Help with adding collision to VR pawn

Hello, my boss wanted to do away with VR teleportation and instead have the player navigate using the joysticks.

I used the default VR motion controller pawn, and modified it to have the following controls set up to handle the joystick input (this is placed right below the default blueprints):

I’m pretty new to UE4, and was able to get simple wall collisions set up by adding a capsule component as the base, but now I am struggling to get things like ramped surfaces to work. When I enable Physics and gravity, I can move until I hit the floor, and then I get stuck. If I don’t enable physics, then when I hit a ramped surface I just hit it like a wall.

Any advise?

EDIT: just as a note, I’ve been googling this for awhile, but all tutorials I can find just say “start with basic FPS controls,” or some other basic actor type that is not the standard VR pawn. If I could implement the HMD into a custom actor, that might also be a solution.

I know that this may be too late for your needs, but maybe it can help others. I have finally found the solution to this, after much research as well. The trick to getting navmesh data and collision on the VR Pawn, for walking, is to go the the MotionControllerPawn Blueprint > Class Settings > Parent Class (dropdown) > change this to “character”. This will place a “CharacterMovement (inherited)” and "CapsuleComponent (Inherited) to the blueprint (used for the collision), with many new features.

Thank you. I had to send the VR headset back so I can’t test if this works, but it looks like it might. My brain is still un-melting itself from the project so I don’t remember how I ended up “solving,” the problem in the end, but thanks for the answer anyways.