Make a pawn move(going to be my lizard character)

Yeah I tried that and I got same results, even if I add another Capsule Collision or anything, it only works with overlap events and such, but not collision. Weird. Capsule is the base of the character and character mesh is attached to the capsule, I checked Shooter example and it has same system, the Capsule is set to collide and the mesh too but in game only the capsule collides with environment. It makes sense cause this is a simple way of making this work, and much better than having boxes and different shapes to define collision. Then I checked the PlatformerGame example, and here is a screenshot, same thing the capsule is used for collision and the character is positioned behind the capsule, this way it can detect which animation to play, just before the real character hits the spot, for example , climbing a ledge, dropping off a ledge, hitting the wall, etc. So looks like this is the proper way of doing this.
If you think about it this could easily look wrong, if for example there would be some StaticMeshes on ceiling, and the character would jump so that Capsule would miss the ceiling but the mesh wouldn’t, then that would look bad, so it’s also up to level design to hide such things. Think about it if you can make the Capsule work for you in some way, maybe just make it big enough to cover most of the body, the most obvious problem would then be if the lizard would be jumping. Another thought I have is “why wouldn’t we just replace the capsule with the box” in C++ character class ? I really didn’t expect this to be such a puzzling question , I’ll keep thinking about it…

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