I have my character set up running, jumping, crouching and everything using the Player Controller, but a problem I face is that the crouch/crawl posing, and the attack animations, go forward a bit and out of the capsule collider which means the character’s head will clip into a wall if you face it and crouch or attack. I’d rather not increase the size of the capsule as it works for everything else.
After some research I know that (currently) Player classes don’t allow for multiple colliders which is a pain. But my idea would be to create a pawn BP or something which contains a small capsule collider, and I’d attach this somehow to the front of my player when the iscrouching or isattacking bools are triggered. However simply adding this class as a child to the player just results in that capsule going through all the scenery and ignores any sort of collision.
Does anyone have any suggestions to how I could attach this for it to work (if that’s even a viable way of getting round this problem) or even better, an alternative solution that doesn’t involve C++ or changing the player class to a pawn. I’m an animator primarily so C++ is kind of out of my scope; I mainly just want to stop a player from shoving their face into all the walls.