Hey, I’m using a /main version of the engine and wanted to implement a floating capsule movement via the MoverComponent. The main reason being - we would like to ignore small imperfections on the ground when moving around while adjusting leg’s IK to match these potential collisions. The real collision capsule of the character would start above knees while keeping itself above the ground in a fixed height with a smoothed out spring-like behavior.
Is this kind of usage possible via the provided/default MoverComponent Movement modes? I’ve tried playing around with the `CommonLegacySettings->FloorSweepDistance` parameter, but that only changed the behavior of stepping down from a higher place. I took a brief look at the `UWalkingMode` and it seemed like it mostly depends on moving the UpdatedComponent via the `->MoveComponent` API while snapping to a found floor (and max distance is based on `FloorSweepDistance`).
Should I implement my own WalkingMode (and probably FallingMode as well) to integrate such floating capsule behavior, or is it possible to parametrize the default one? Thanks!