I went through the tutorials on Paper2d and decided to move my own project over from Unity to Unreal. I do have an issue with PaperCharacter’s capsule component though. My main character varies in width based on current animation state. See examples:
Which means that a capsule that lines up when the character is idle doesn’t necessarily line up when the character in dashing. When I used Unity I wrote a little script that moved the capsule collider based on the state of the character, but I was hoping Unreal offered a better way.
All of my sprites have properly mapped collision boxes around them. Why does the collision system rely on the capsule component? How can I change this behavior?
Eventually I’d also like to have the sword handle it’s own collisions separately from the player. Help on either issue would be appreciated.