I can see how the character blueprint class is designed with the default capsule collider for a humanoid, but I would like my player to be able to control a sort of quadruped robot as well. Which I have mocked up in the pic attached. But of course the hitbox is terrible for this character, and I can’t change the dimensions outside of a certain limit. Adding more capsule colliders doesn’t work, even copy pasting the existing collider with all settings and collision presets the same. Adding child actors with colliders doesn’t work either.
I can’t seem to modify any value for the collider other than the Z value outside of a certain constraint, I can’t make it any more than a sphere, which can’t encompass the whole character without it being awkward against walls. I suppose I could just create the character vertically then rotate it 90 degrees on the x axis all game but that would be really inconvenient and I am hoping there is an easier way to provide a player character with a longitudal hitbox, rather than a vertical one.
I have seen it suggested to make the player character with a pawn instead, which would be fine but I’m fairly new to unreal (moving over from Unity), and I have found it troublesome to try and make a n equivalent character movement component for one. The only other thing I can think of is effectively making a blank player character with movement, then having all of the actual assets in a child actor somehow
pls and thank you any suggestions and advice