Problem with Character Capsule Collision Component?

Hi there everybody. I am working on project of mine in which the player character is a ball and it controlled by the player. However, while working I noticed some weird things going on with the collision of the ball and how it is applied in relation with other objects.

For example, as soon as I start the game the ball start in a hover position.

I have made sure that my collision capsule is tightly bound around my material sphere and even when I decrease the radius and height of the collision capsule as soon as I start moving the ball starts to hover again. The behavior seems to also be inconsistent because sometimes when I step up on platforms the hover distance remains the same and sometimes it becomes larger.

The next problem that I have which is also potentially game breaking is when stepping on and off of platforms. When I do that it seems as though the ball has another collision capsule around it and handling collision separately. This is how it was when I tried to fiddle around with the “Step Height”, Perch radius, “Use Flat Base for Floor Checks” and the rest of the options under the walking category of the Character Movement component.

Also with show.collision enabled

Afterwards I reverted the Character Movement to it’s default settings and the result was not any better.

Needless to say, I have been trying for two days to get it work correctly and I am stuck? Any advice?

I was able to solve the ledge problem by changing the Perch Radius Threshold and using Flat Base for Floor Checks but the ball is still hovering and I’m not sure why? Any suggestions?