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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