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

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.