Collision

I do it all the time…



ACockpitGravityPawn::ACockpitGravityPawn(const FObjectInitializer& ObjectInitializer) :
	Super(ObjectInitializer)
{
	PrimaryActorTick.bCanEverTick = true;

	CollisionComponent = CreateDefaultSubobject<UCapsuleComponent>(ADefaultPawn::CollisionComponentName);
	CollisionComponent->InitCapsuleSize(45.0, FMath::Max(COCKPIT_GRAVITY_OFFSET, 45.0f));
	CollisionComponent->SetCollisionProfileName(UCollisionProfile::Pawn_ProfileName);
	CollisionComponent->CanCharacterStepUpOn = ECB_No;
	CollisionComponent->bShouldUpdatePhysicsVolume = true;
	CollisionComponent->SetCanEverAffectNavigation(false);
	CollisionComponent->bDynamicObstacle = true;
	CollisionComponent->SetEnableGravity(false);
	RootComponent = CollisionComponent;
	_selfDestruct = false;
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