Coming from Unity (yeah I’m a newbie with BP), my ‘problem’ seems quite simple:
‘I have a cube/box as a player, when I want it to move, I move it by a script and add a collider that suits my shape separately; in this situation a ‘box’.’
But, as far as I know the only BP setup I can find provides me with a baked in Capsule collider, which I cannot delete or replace. (I checked several forums with people dealing with the same problem back in 2016-ish) But it cant be that hard to setup a character BP with a box collider right? Please say I missed something fundamentally here.
Since your character is a Box - not really a biped, perhaps you do not need a Character but a simple Pawn. This way you can configure it the way you want. It kind of depends what you expect from your BoxyBox to do.
A Character is a Pawn with a lot of unique functionality.
Ha. I realize it’s almost a synonym for their company name…
PS: I found out a "Default Pawn’ class even has a MovementComponent attached to it. Which makes me even more happy, because the absence of this component in the regular “Pawn” class almost drove me mad.
Oh. Forget that last note. The Default Pawn class also comes with a fixed CollisionComponent. Back to square 1: figuring out how to make my pawn move from scratch. If you happen to know a good tutorial for this one, please comment, I cant find one. Or I’m looking in the wrong place/tags.