Changing model for Character Blueprint

Hi. I’m really new to the engine, so I apologize if this is a no-brainer :). I want to make some of my pawn actors appear in-game as hovering spheres (not even animated, really, just movable). At the moment i’m using a pawn blueprint with the character being the third person example blueprint, but with the actual “guy” model invisible (and doing all the work) and a visible “sphere” static mesh asset on top of it. This method works for testing purposes now, but i get the feeling it is not the proper way and may cause problems when the project gets more advanced. Any suggestions?

PS: I went through the Unreal Persona tutorial on animation to create the “guy” (which was amazing, btw, kudos to your channel), so I have an idea on the whole “import skeleton and animations / create blend space / set up state machine” process, however i can’t seem to figure out how to apply this knowledge to a sphere :slight_smile:

Thank you in advance for your time.

Oh, thanks. For some reason I got it into my head that the skeletal asset is a must for the class, but now I know that was wrong.

It sounds like all you need to do is delete the Character/Guy mesh component out of the Blueprint. Other than the animations and the way it looks, every other aspect of the Blueprint should behave in essentially the same way as it did before.