Never mind, it seems even if you set the collider to overlap pawn it gets overwritten at runtime anyway (and goes back to block all dynamic) as it’s still doing the same thing (a huge gap between the player and the object it’s colliding with).
Seems silly that something built as a ‘template’ needs so much work to even be useable for basic things like jumping. I haven’t even gotten into advanced things and already am having issues getting it to work in any sensible way.
Was reading some articles online and it seems most people get around this limitation by inheriting from ‘pawn’ instead of ‘character’, and building their own movement scripts and collision detections.
I ‘could’ resize the cylinder when I start jumping, but that also seems extremely prone to bugs/issues (for example, how would I accurately know when to resize it back to it’s original size? I can’t use on landed, or the feet will go through the floor at first before the capsule is resized), and with the potential of enemies, crates etc being varied sizes it’s not like I can use time based or consistent sizing things to know when to resize it back.