Character with collider different to capsule

My character is a vacuum robot and the capsule collider won’t match because of the shape. A cylinder would be perfect, but as far as I know, I can’t change the capsule to any other shape and still being able to use the character movement component. I also need the character movement component for the enemy AI. Any solutions for this?

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Hey @Zuyas!

So you are correct, you won’t be able to use the character movement component alongside any other collider… HOWEVER this is more of a pawn use situation- and they aren’t tied to a capsule with pawn movement component, and if it’s a pawn instead of a character you can let it be a static mesh instead of a skeletal.

The pawn movement component is a lot less strict but includes a lot less features. That being said, it’s not like you need flight, swimming, etc!

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Hey, thanks for your answer! Do you mean the “Floating Pawn Movement” component? As i can’t find a “Pawn Movement” component.
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If yes, i already tried this but struggle with gravity as its meant to be floating (as far as i know its made for spectators and not characters).

Or is there another component?

(fyi: Im using UE 5.4 if that matters)

In Unity, using a CharacterController with a collider different from a capsule offers unique advantages. Unlike the capsule collider, which provides a simple shape for basic movement physics, using a custom collider allows for more precise collision detection. This is particularly beneficial for characters with irregular shapes or complex movements, such as creatures with tentacles or wings. By adjusting the collider’s shape and size to match the character’s anatomy, developers can create more realistic interactions and improve gameplay immersion.

That’s the one.

It’s called a floating pawn movement because it CAN float, and does by default because gravity is added later and not required.

It takes out a lot of the requirements for character movement component, but it also gives you more control over specifics.

Anyway, if you want to give it physics, make sure you give the static mesh a SIMPLE collision. Open up the static mesh, if you see no lines, it doesn’t have collision. Click the collision option up top, and add a collision.
18DOP should be fine for you.
Physics WILL NOT WORK without this.

For more than that… you’ll have to share more. :slight_smile: I can make suggestions all day but until I know what you have done I can’t suggest much.

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I guess I’m fine for now, thank you very much :slightly_smiling_face:
Just wondered if there is another movement component. I gave the static mesh physics and also locked the rotation to make it stop wiggle like crazy :smiley:

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Nope, that’s the one! Also yeah, just lock the X rotation and maybe Y since you obviously will need to turn on the Z.

Let us know if there’s anything else we can help with! :slight_smile:

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