Is there a way to remove the capsule player collision which comes as default and replace it with a box collision because I really dont want the rounded bottom. If its not too much the ask if someone do knows how to do is if you could guide me trough with detail because Im really fresh at this and dont have much experience. Thanks.
Hey @User-1b537cd87c! Welcome to the Forums!
Unfortunately, you can not remove the Capsule component from the Third Person Character blueprint or any Character blueprint in UE. They are the root of the entire blueprint.
Instead, you will have to create a new pawn blueprint ( + Add ā Blueprint Class ā Pawn) and create a custom character there that can use your custom collision.
Is there a particular reason you need a flat bottom instead of the included capsule? Keep in mind that capsules are also useful for things like moving up and down angles, steps, etc.
Any additional information will be a big help in solving your problem!
i know for me personally iām making a 2D top down game, and a rounded collision capsule when it runs into a square tile with collision allows the player to kind of rotate around the objects instead of just stopping. For me id love to remove the collision capsule and replace it with a box. When i just set the collision capsule to ignore all, and add a box with the capsules preset options, on a tile map I walk through all my collision because the pawn uses the capsule for movement still.
I donāt mind making my own pawn class but idk how, i cannot seem to find any good tutorials out there either.
You can do this by re-writing 90% of the character class in C++.
Other than that. No. You are stuck with the capsule, which is what all movement is based on in the rest of the character class.
you can always add a cube to the character, make it not render, and manually check collisionā¦
What is still not possible and should be is to rotate the capsule so you can have horizontal characters, but itās not like Epic listens to the billion and one forum topics about how having it locked to a predefined item is detrimental to development or GAF reallyā¦
Not a direct solution for your question, but this might be useful :
Thereās an option in the Character Movement component to use a flat base instead of a round one.
Use Flat Base for Floor Checks : Performs floor checks as if the character is using a shape with a flat base. This avoids the situation where characters slowly lower off the side of a ledge (as their capsule ābalancesā on the edge).
for me this would be perfect if I could map the top flat too. My current workaround was just to turn collision off in the capsule and paste the original settings into the box for collision. At first this didnāt work because my character would walk through tile map collisions still but after a day it just started working correctly for no reason lol.
@Quetzalcodename could you explain it better? I need to have multiple capsule components, because my main one have to be small when I jump. Iām doing parkour obstacles trajectory, but Iām having trouble because of the capsule component. The ones I added on my feet arenāt working.
Well, not sure what did TS, but I have just made capsule radius smaller and then I have added my own box collision.
Maybe you can try to reduce it to zero and then pray for the better ![]()

For a player collision, you can create whatever Pawn sublcass you want, and add whatever collision object on it you want, no problem! Consider cars, for example.
For a character collision, using the built-in Character movement component, and Character actor subclass, then, no, itās very strongly tied to using a capsule. Itās not even āphysically simulatedā in the sense that a typical crate/block would be, itās more like forward kinematics, so ājust add a second collider and make the capsule smallā is also unlikely to work.
If you want a fancy simulated humanoid, you probably donāt want to use Character, but instead want to subclass Pawn directly, add your own skinned mesh component and animation blueprint, and add your own physically interacting objects, and write code to drive the skeleton based on the objects (or vice versa.)
I tryed, but seems not work. UPD. On trid person character seems work. On ALSv4 character seems not work. UPD2. It work and on ALs but not like expected. On stair it jumping. And agains many cubes person floating close to gubes like same with capsule. So almost nothing better. sadlyā¦
Hey! I hope Iām not too late. My character is a horizontal character (a cat), so this is the exact comment Iām looking for! I have tried every solution, including the option you recommended - I tried attaching a static mesh (with collision) onto my characterās head, and surprisingly even this doesnāt work as the static mesh magically doesnāt have collision all of a suddenšµ
Let me know if there are any other simple solutions you can think of
No. Same with fish or horses, you have to create your own custom movemebt componentā¦
Characterās hit collision is driven by its movement component, so what you need to do is adding the collision component you want, then call UCharacterMovementComponent::SetUpdatedComponent to set the newly added collision component, then it should work.
The same applies for projectile actor with a projectile movement component in it.
About half the responses here seem to be suggesting forcing a square peg into a round hole. Which is a terrible mindset to approach your projects with, in my opinion.
If your design demands a box collider instead of a capsule, you write your own character controller instead of trying to jury-rig ones that have been written for you. Plain and simple.
Donāt be lazy. Do the leg work and learn some valuable skills in the process. Otherwise youāll be trying to jury-rig your entire game, doing as little work yourself as possible, and learning next to nothing.

