I’m trying to make a Prop Hunt type game and I’m attempting to make the player’s collision be the size of whatever the player decides turns into.
I saw from other forum posts that editing the inherited character blueprint’s collision capsule is impossible, so instead I’m wondering if there’s another way to go about it. Like maybe creating a pawn, but I’m unsure how to then make it move without a movement component. Any idea’s would be appreciated. (I really feel like custom collisions should already be a feature by default tbh)
It can be done, but I think you can keep using the movement component.
You can just adjust the height and radius of the capsule component in runtime to make it similar to the character’s new shape. That way it can fit in different spaces based on your desired values and nobody would be able to tell that it’s not actually a cube for example but is a capsule by simply looking at how the character collides with it’s surroundings. If you want to get in more detail in order to make the shooting more accurate, you can use the bone collisions or add new collision volumes such as cubes or spheres to detect the shots.
Thanks for the response!! I really should have tried for just a bit longer before posting here cause I just found my solution.
I can see what you’re suggesting but for things like tables the capsule component wouldn’t work as it would have to be wider than it is tall. However, I just found out you can make a Pawn actor and add a FloatingPawnMovement component to it. If you set the shape to the root and let it simulate physics then it works perfectly (With some changes to how the physics behaves).