How to deal with '2 characters' in a single Character Blueprint?

Hi all.
For a bit of fun, I’m trying to remake some of the mechanics from the Metroid Prime series, though I’m having a bit of a problem with how to go about dealing with the biped character and the Morph Ball form.

What is an efficient way to do this? So far, I am thinking I can either: have 2 meshes in the character blueprint and control their visibility/animations/hitboxes and the Character component through that single character blueprint or have 2 separate actors (1 Biped character and 1 Morph Ball character) that are referenced by the player controller and toggle their visibility and control of the two in the character blueprint.

Ideally I’d like to do it with just one but that brings up some issues such as having to change the collision container and being unable to use ball-like physics and having to use character movement stuff for movement in that form.
That said, I’ve messed around a bit with the ball template and found it easier to get speeds/movement closer to Metroid’s Morph Ball with a character move component than using a ball pawn and adding torque etc. so I’ll likely end up using one anyway, but still I’m a little curious as to how one would handle that…

I’m not looking for a full on tutorial, just looking for ideas as to what you guys would do to manage something like this.
I imagine it’d be well worth it to use C++ for this kind of thing, but since I have little to no experience with it, especially in UE4, I’m looking for ways to do this with blueprints. They’ll probably end up being hacky but if it works…