About collision in CharacterBP

The situation : I have a square, I’d like to use it as a playable character, to do so I’ve created new CharacterBP. There is an inherited Capsule Component inside this BP. This is quiet not the thing I would like to use in my blueprint, I’d rather use a box collision component. However, if I change capsule component collision from Pawn to Overlap, for example, all child components will use Overlap collision as well, which is absolutely not the way I’d like it to be.
If I try to make my own character from a PawnBP, I bump into the problem with the movement. Character Movement Component is pretty handy, however, I think you cannot use it inside PawnBP.

So the question is : can I do something with that inherited Capsule Component so that I can use Box Collision Component effectively or is there a way to kinda simulate Character Movement Component in custom Pawn blueprint?

However, if I change capsule component collision from Pawn to Overlap, for example, all child components will use Overlap collision as well, which is absolutely not the way I’d like it to be

Are you sure?

It shouldn’t work in that way. Some time ago I have made character with NoCollision for main capsule, and Overlap collision for additional capsule and it worked fine.

Yp, I’ve just tested it, even inside blank project. Same thing : if you set Capsule Component’s collision to OverlapAll, add Box Collision as a child (no other choice) and change its collision to Pawn/BlockAll/etc, it still falls through other meshes/Blueprints (using BlockAll collision).

only the first component which is blocking all can keep your character not going through other meshes. thats why capsule component is the root component.

You need to implement how that box blocks character movement…

Well, maybe it is better for you to use capsule, but set its radius and half height to something equal, to get sphere shape?

Had to deal with sphere collision and kinda found a way around with all that madness.