Is it possible to add a second collision capsule to third person character?

“As for solution you can make it like that - let root capsule be for torso, while attaching others (foots, head, hands) to mesh. In this way, torso collision will be used both for movement and collision, while other collision components - only for collision.”
I like this Idea a lot. The only thing is I can’t make the new capsule actually affect movement. I can use it to generate overlap events but it doesn’t appear to trigger hit events, and it doesn’t prevent from going into walls like the original capsule does. I think I would have to somehow cast the hit event from the new capsule to the original capsule to make it ‘think’ that it’s hitting the wall even when it’s the new capsule that is hitting the wall. I don’t know if that’s possible.

“And the question for Gravity is quite right too. Usually Movement component apply falling acceleration without any physics in fully kinematic mode.”
I still don’t understand the issue with gravity. As my blueprint is now I’m not having any issue with gravity, it’s working well in that regard.