Just wondering today with all the issues associated with rotating and offsetting the capsule component when proning …
Wouldn’t it make sense to make it possible to scale the radius of the capsule nonuniformely rather than rotating it?
In other words in stead of just half height, half height + scale radius fatter on the X and Y.
So in stead of it becoming a ball it becomes a zeppelin or “egg”.
Then the fatter ends of its radius will provide collision to the torso, head and feet when character is proning.
Doesn’t that make sense?
Then the capsule stays upright.
… or include the ability to transform the shape of the capsule with vertices … even better 
What do you guys think?
The way the capsule works right now is a pretty serious ball and chain to any character animations. 
I just figured out you can attach a 2nd capsule to your 3rd person character.
I tried it in game and yes it moves along with the character.
But its collision doesn’t stop the character though.
Is there a way, when you go down to prone, you can switch to the 2nd capsule?
Can this be done in BP?
What do you guys think?
Here is a response I got from someone >>
Well the big problem as you point out is there is no
way to use the second capsule as a blocking component
for the character since the main capsule is the root
of the BP. All of the sub-objects/components to the root
are attached to it and where it goes they go, if you
remove collision on it they will follow it etc. The easiest
options you have are to setup animations as I described
before to rotate the capsule using the check boxes or
resize the main capsule and adjust the skeletal mesh’s
position to offset the change in size. In my demo here
I left the mesh in its normal position and just moved
it up slightly in the Z, there’s nothing that says you
couldn’t also offset it in the X or Y as well to better
position it so that the character isn’t partially
overlapping with environmental objects. Another options
would be to make your own C++ class for the character
and change the collision capsule to another type for
better sizing options however doing this will be a bit
involved and would need a lot of tweaking to get it to
work correctly.