How to get Pawn to Collide

I have been working on a project and am still in the mechanics phases. Instead of the Character Blueprint as the Player Character I have gone the route of using a Pawn instead. I am under the impression that the Character Blueprints are only capable of collision with the one capsule that inherits. With the pawn, I am loving everything, even the animations have been running smoother. My problem, though, is that I can’t seem to get the collision working on the Pawn. I have a Model Pack called the Crash Test Dummies Pack from the UE4 Marketplace and they come with great physics assets, skeletal meshes, and all else. It collides fine with physics objects, even a copy of its own physics asset. I have not included any images in this post as it is only a general question: How do you implement collision on a Pawn Blueprint? I have a PlayerController that I have setup custom in case the collision needs this. I have searched for everything I can think of and no one seems to have answers.

How to keep pawn from passing through objects - Programming & Scripting - Unreal Engine Forums - This is using a different method than I am, I use AddMovementInput for the movement with the Floating Pawn Component. Is this correct?

How Do I Stop Moving Through Walls? - XR Development - Unreal Engine Forums [Unsolved] - This is semi similar to my issue, but I am not working in VR at all.

I have tried Capsule, Box, and all other collision components, and I am unaware of how to get the physics asset to act as the collision.

I am using the Blueprint Scripting for a Third Person Shooter. Thanks in advance for any help!

UPDATE

I managed to get something to collide. Not sure what. Pictures to follow. I also discovered the most random of bugs. The “Prt Scn/SysRq” button on the keyboard causes an awkward flinch even though that isn’t even in my Input Setting at all?

In the Pawn Blueprint, I have the mesh as the root and I would like that to be the collision as well, but when I play and show collision, there are so many random collisions being made that aren’t supposed to be there. See the following.

Figured I would answer my own question for those looking for the same thing. I stuck with the single capsule as you have to create your own version of the CharacterMovementComponent that handles its own collision and certain physics. All settings inside of the CMC is something that you would have to recreate and make into your own equation to use more than one collision component. At least to the extent of my knowledge.