How can you set up a character to use a different shaped collision component?

I’m running into that age old question of how do you create a player character that isn’t just humanoid shaped because, for some reason unreal engine needs to insist that EVERY player character is humanoid shaped. I want to create one that’s longer than it is tall and I’ve tried everything I can think of to make this happen, like trying to rotate the spawner, have the character rotate to laying down on spawn, I’ve even tried making a pawn into a character or making a pawn that’s built how I want into the default spawned character but none of it works. And frankly it’s getting a little annoying of how many measures are in place specifically to force you to use this 1 character shape. I’ve found a way to use a second capsule component but then the game just starts ignoring that second capsule’s collision entirely because apparently the only collision that matters is the one that’s standing up straight. I’m at the end of my tether with this. How do I fix it?

Hey there @louthinator! So the issue you’re running into is actually just the result of going out of the scope of the character class. This is intended as a generalized default class for games utilizing humanoid characters, and comes with many features to make spinning up a project with them quickly. However a character that breaks these conventions would often mean you want to write your own custom character class. Though if not versed in C++, starting from the pawn class you could handle your own movement and collisions directly from blueprint. Alternatively some users have just been lowering the height of the capsule and adjusting it’s width, which could work depending on your actual use case.