Sorry. I wasn’t trying to upset you. Here’s a thread that has a solution for individually checking components for sweeping. If that BP isn’t performant enough, there’s a separate branch. I don’t know how recent it is, but if you know git, you could probably merge it over.
I believe this is your issue, not the root component. Not the gaps, not the alignment. These are things you seem to have convinced yourself are causing you problems and can’t let go for some reason. I’ve been there. But tight fit of root collisions is almost never a good idea. It’s just there for two reasons. Quick collisions and collisions with the floor to get you an approximation so your characters can walk on the ground. That’s it. And yes, everyone has meshes that aren’t centered with their root collision.
Here’s an example from my game.
This is a bipedal robot with full walk animation. The capsule is not centered on the mesh. It doesn’t need to be. It’s just to get an approximate position on the ground. But on inclines, this is of no use. So my animation script looks at where the ground actually is and does multi bone IK to move the leg down and even rotates the foot to rotate to align with the slope of the ground. Since enemies can pass between his legs since he is so big, I made custom collisions for his legs. Those are the two boxes. They are not visible during gameplay.
If sweeping is actually something you need, then work on that first. Don’t bother with the size or alignment of the root collision. Just make it big enough. And you’ll likely find that all the other problems you thought you had just disappear.
Hope you find something that will help you move forward. Good luck!