Child Actor Component breaks parent Actor 's movement

So that’s a bit of a fun one, because any child component of a character is a child of the capsule, so it by extension get’s it’s settings but the character movement component itself is hard coded to only sweep against the capsule to determine movement.

So depending on your use case we may have to set it up differently. What’s your use case/goal here and I might be able to determine a way to get to handle that a bit differently. Worst case scenario could either make a copy of the character script and edit it, or use pawn movement.