Hello there, I think I have the solution to this problem with not much work.
Go into the character blueprint and select capsule collision component and enable “simulate physics”. Then in the event graph on the begin play node add the set simulate physics node and plug your capsule component into that node’s target pin. It’s very important to uncheck the box for simulate in the set simulate physics node. Then add a collision sphere or whatever shape you wish and make sure it overlaps the collision capsule. Lastly, set your collision shape to be “pawn” physics and character can step up on to “no”. This work around is probably why Epic doesn’t need to change the Character class. I hope I didn’t stumble upon this topic too late.