Movement for non-capsule shaped character/pawn

My player character needs to have a non-capsule collision. It would be a third person character. Creating a “Character” actor forces you to use capsule collision, which doesn’t suit me, so i can’t use the character MovementComponent. Another option is to use a Pawn actor instead - then i can use non-capsule collision, however i can’t use the MovementComponent. The floating pawn movement doesnt suffice either.

What’s the best way to go about creating movement for a non capsule shaped character?

I’ve seen this quite a lot on here. Basically, pawn is too much work because it has no character movement. But… the only way to make your own character with a different shape collision, is to do it in C++ I’m afraid…

It depends on final result you are aiming at and why you need a noncapsule collision. So there are really bunch of approaches.
The quick and easy solution might be making capsule small and place any other collision you want inside your character BP so it would overlap the capsule in every direction. If you are using skeletal message for your character you could use physics asset to work with animation, etc.
Keeping character and capsule somewhere inside instead of using pawn saves time on writing custom movement component. But if you are ready to do some (or a lot of) extra work you might start with pawn. Again it really depends on what you are trying to achieve.

Thank you for this explanation.
I’ve thought about adding another collision and making it larger than the capsule collision but i assumed the movement component wouldn’t be able to work with a non-capsule collision. If that’s not the case that’s great news! I will look at these approaches. Thank you.