Best practice for character collision

hello everyone,
i am trying to make a combat system (melee combat), so i need ur advice about what is the best way or the satisfied way to setup the collision of the character mesh since i want to decrease the radius of the capsule collider because my main character or the enemy character might be big as in the following image.
Thanks in advance.

If you’re using the Character built-in class, then the capsule is mainly useful for movement.

If you want ‘hit boxes’, either for fighting-style hit detection, or first person shooters, then you need to attach collision proxy geometries to each of the limb bones. Or you can use “complex” collision, and trace against the mesh itself, although that works best with ray casts (bullets) and not so well with moving-limbs (melee.)

Also look at the “physics asset” that you can configure for a skeleton – this is the “collision proxy per bone” setup that’s used by rag dolling, and I believe you can use it for other collision testing, too. However, the character movement component will not use that proxy – it is hard-coded to use a capsule. If you don’t want that behavior, then you need to build your own subclass of Pawn and not use Character.

1 Like

1- my character will be using melee (using sword for example) and have a magic ability like fire (throw fire ball at enemy), so you suggest that it is better to use the physics asset as a collision.
2- i am going to search for a tutorial for using physics asset as collision, and if u have a good tutorial link i will appreciate it and thanks in advance for the helpful comment