Is there a way to weld collision shapes to the capsule component of a character BP? I’d essentially like to extend the collision shape of the character beyond just a capsule.
I’m trying to create a playable character with a ‘walking mode’ and a ‘ball mode’ which both have different collision shapes. To achieve this I’ve tried shrinking the character capsule component so that it is ball-shaped but this causes the character to become briefly suspended it midair. I tried fixing that by also translating the characters position when they switch to ball mode, though this has caused some clipping problems. I also can’t use the character crouch function for specific reasons.
My new idea is to have the character BP’s root be a sphere (or rather a capsule with minimum height), and then it has a child capsule collider that is taller. The setup looks like this:
I noticed that child collider shapes have an ‘auto-weld’ property that makes them inherit the parent collider’s properties and combines them into a single shape. This seems to work well for parent colliders with physics being simulated but it doesn’t work for the character movement:
I was hoping that the capsule child would prevent the character from being able to walk under this, but only the root sphere shape seems to be considered.