Is there any way to freely change the dimensions of a character's hitbox

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

Hey @LyxieGameDevAcc! Welcome to the forums!

Unfortunately what you’re running into has no fix. “Character” is a more specific form of pawn, so it is allowed far less freedoms. Much of its components cannot be modified without extensive C++ changes, to the point where just using a pawn is EXTREMELY warranted.

Have you tried the Floating Pawn Movement Component? Also check out the Mover 2.0 Plugin!

Hope this helps you decide what to do.

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