I’ve been going the “hover tank” route with my project, and came across the issue that your pawn needs to be either colliding with the navmesh, or very close to it – specifically, the scene root component of the actor. I spent a LOT of time fiddling with trying to get a non-rendering, non-blocking collision mesh to be the root of my actor and just stick way out the bottom, but never got it to work satisfactorily. In the end, I just made my tank float closer to the ground.
To that end, I put together a plotter that takes in the points from the AI’s MoveToActor() command and draws debug lines point-to-point, so I could get an idea of how often the AI would “lose” my tank for a given hover height.
Here’s a demo: