¿How to create giant characters for my game but still maintain active capsules collisions?

I am developing a personal project in which I have three types of characters; these giant building-sized robots and monsters and then there are the humans (for now to play as a human I’m using the default ThirdPersonCharacter) who can possess these giant robots to give the impression that you can get on and off these robots. The thing is that as you can see in two of the seven images, the capsules that I am using for both the monsters and the robots are the size of a normal human by default of Unreal Engine, which means that there are no real collisions between monsters and robots so by programming a simple enemy AI for a monster to chase and attack the player (especially when possessing a robot) instead of standing in front of it, it goes through it.

I would like to add that in the programming of the enemy AI at the end of the “AI MoveTo” function after reaching the player, an attack animation should be executed but I understand that the AI stops chasing the player (or at least understands that once this AI got to where the player is) once the capsule of that character collides with that of the player then my question is, how can I do so that the capsules of the characters are created correctly with the size of the robots and Monsters so that once the monster’s AI detects that it collided with the robot’s capsule, it starts attacking it without going through it?

You can change the size of the capsule at runtime by editing the radius and half height of the capsule component.
Keep in mind that if the robots are very big, you won’t be able to pass between their legs if you use a capsule collision.

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i use the capsule collision only for AI navigation (set it to ignore everything except world static)

then i use the physics asset for any other types of collision detection, like if projectiles hit a body part, if one characters fist hit another, etc.