How can I set SkeletalMeshComponent to be the true dealer of character collisions?

Looking into the Character.cpp file the collision cylinder is just the name assigned to the capsule. Here is the name being defined:

FName ACharacter::CapsuleComponentName(TEXT(“CollisionCylinder”));

And here is the name being used to construct the capsule:

CapsuleComponent = PCIP.CreateDefaultSubobject(this, ACharacter::CapsuleComponentName);