Replacing Capsule Component with Sprite collisions

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:

35453-p1_idle_1.png

35454-p1_dash_5.png

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.

The Paper2D template character suffers the same problem I’m trying to avoid as shown in

35961-screenshot+2015-03-25+20.19.47.png

i’m facing the same problem. No solution available yet?

Afraid not. I ended up changing my sprites so that I could use capsule for most collisions and sprite for collisions with the sword. The capsule doesn’t move, and the sprite has been adjusted by the artist to fit.