Disc Collision Mesh: Not sure if question or feature request

I understand about the disc/cylinder thing. You’re right, and if I had a smooth enough cylinder, I could almost use that and be fine. The issue is that the shape I need is actually rounded on the edge, making it more like a narrow spheroid with the sides sheared off. You may be right about having to use animations or some other alternative. It would be really nice to be able to use the physics for motion, since there’s so much it does natively, but I should be able to get satisfactory results without it. I did look at editing an existing primitive, but you’re right that it would be a lot of extra work. Also I’m trying to avoid including C++ in general, since using visual studio professionally is expensive and unreal won’t use alternative compilers (because reasons, I guess). Maybe I’ll look into making such a primitive in the future…