CharacterMovementComponent currently only accepts vertical capsules as the collision component.
The issue with boxes is that rotation is tricky, since corners may pass through objects between the start and end locations, since sweeps only support initial and end rotations, not sweeps through changes in rotation.
You may be able to extend the CharacterMovementComponent code to sweep something other than a capsule (possibly override MoveUpdatedComponent()) and modify the hit results as a result, but I think you’ll still have issues with rotation since we don’t check collision when rotation changes (not necessary for vertical capsule).
… this is the information I have on this subject. I know they were considering new shapes in a future release, but I haven’t heard when that would be.