Blocking mesh going through another blocking mesh

i’ve implemented third person telekinesis behavior in c++, and it works fine, but the problem is that if the telekinetic actor is too thin and if you try to forcefully move that actor against another mesh in the world (using a physics handle) then its gonna go through it. I already tried substepping and continuous collision detection but that didnt help, anything else i can try?

worked around the issue by tracing from current physics handle location to the intended physics handle location and if there’s a blocking hit then prevent movement of physics handle, otherwise continue movement.