Exclude character from physics calculation?

I’m currently making a boat for my main character and have run into something that poses a problem. The boat is a skeletal mesh with physics enabled that uses a custom component to calculate buoyancy. However, when another physics object is loaded on top of it (in other words, the player character), it causes it to pretty much cancel out the buoyancy turning the boat into a submarine of sorts. it just doesn’t feel good while controlling it.

Is there a way I can “merge” the player character and the boat, so that its calculated as one entity rather than two? Excluding the character from physics calculation is also okay. I have already tried attaching the character to the boat (with snap to target setting), but that makes the physics calculation go nuts (think somersaults in the sky).

Attach character to boar, for character In physics settings, set no collision, may be that will help.

Tried that already. That just causes the character to fall through the boat.