Topic is the question. I am a rookie, and have absolutely zero knowledge about C++ in Unreal, I will be apprechiated if you explain detailed, or with photos/videos.
To provide a little context, my character is not a humanoid, and the game is 2 directional. I better use a complex collision, but only a box collision would do the trick for me, I would just had to calculate hits with a different collision. And, cylinder collision is a total disaster in my case, I have to replace it.
You’d have to create your own movement logic. The character movement component is built around the character having a capsule component.
You could rip UCharacterMovementComponent::PhysWalking(), PhysFalling(), and any functions they call and have a Pawn with your desired collision. You’d just have to modify any code that relies on a capsule component to whatever collision you want.
There’s not really any simple way to change an ACharacter’s collision without introducing a ton of jank.
What you mean write all movement logic from stratch? Actually I used a pawn first, but I cannot attach anything to set gravity direction node with pawn, which is not optional in my case, therefore I want to use a character class but now there is this problem, capsule collision is a disaster for my game. What exacly you guys mean by movement logic? Why can’t I just replace it with a box collision and reload it to all refferences? I am already building movement from stratch, my characters movement is much simpler than a typical 3d characters by all means, would replacing cylinder collision curse everytihng up really in my case?
The character class and character movement component (CMC) where designed to work specifically with each other. CMC relies on the capsule components shape for all movement logic.
You cannot use CMC with any other Pawn setup.
You cannot use the “Character” class without CMC.
You might want to look at Mover instead of Character.
You can’t just replace the default capsule in a character because the character’s movement logic in the character movement component performs a bunch of math that relies on the capsule height and radius.
I had this problem years ago and modified the character movement component so you could switch between different collision shapes. It’s definitely possible but out of your scope right now so you’re going to have to find some workaround or deal with having a capsule.
Game is 2 directional, an the character is vividly 2d, the character is something like a snail you can think of, actually a complex collision would be better but a box would do it to, in the game gravity etc. is esential, bottom of the character is have to be straight. Box would fix it if not complex, just I would need to add one more collision to act like a hitbox then.