Removing Collision from a Pawn altogether

Using the default pawn class will provide you with the movement controls needed. It does have a collision capsule, but if you open the blueprint editor you can scroll down to ‘Collision’ in the details panel found on the right. There is a drop down menu where you can select ‘No Collision’ which should provide freedom of movement without worrying about collisions.

Gidday!

Noob question
I can’t figure out where the ■■■■ capsule-shaped collision on my pawn comes from.
I’m very new to this and am just toying around with nVidias flex implementation, and for lets call it debug purposes I need to either scale everything absurdly high or fly up very close/into models - while the game is running.
How is it that hard to reduce the pawn to a camera with no hitbox, what am I missing here?

Thanks in advance for any help on this.

Addition: The premade “SpectatorPawn” apparently has collision disabled for most things - not for FleX’s particles, unfortunately.

The Problem being that these default components are built in C++ and (at least I assume that’s the reason) because of that get marked “inherited”. Hell, I’d be happy to have a look at the code, but clicking “Find in content browser” on any premade anything does not give me the source. Am I missing an easy way to copy these default assets to build from them?
I don’t see a way to even access them in the Blueprint editor.

Toyed around with the FP-Shooter project template and was able to find the capsule component for collision on the avatar youre controlling there, but still, it’s inherited and thus unchangeable.