Hey @GGPedro!
The behavior that’s conflicting with the intended mechanics of your character is about the Character Movement Component which comes with the Character class.
Answering what you actually meant here:
Not possible. The Character Movement Component is designed to work with the capsule component, you cannot simply swap the capsule with another shape in C++.
Indeed, because collision volumes serve the purpose of detecting collisions, not to handle movement.
Now, to achieve the behavior you’re looking for, you’ll need to abandon the Character class. And actually, you’d already use a Pawn class for what you’d expect of a drone, Character class is not what you’d go for that. There you can use the Floating Pawn Movement component which definitely fits your use case. If you like you can of course handle the movement yourself using C++ (even making that from scratch is easier than altering the char move comp btw) but like I explained, using a Pawn class with the Floating Pawn Movement component is already what you’re looking for.
Hope this helps!