Wide collision without custom movement component?

Heya. This has been brought up a lot, so I’m wondering if there’s a straightforward solution before I go off in the weeds.

I’m working in paper2d but the problem generalizes to regular 3d collision. I have a character that can enter a “knocked down” state, which needs appropriate collision. The capsule, however, can’t go wider than it is tall.

One solution would be to rotate the capsule as the character falls, but I imagine that I would have a lot of trouble synchronizing my sprite animation changes with the capsule rotation.

Another solution, and the one I would like to avoid doing, is to change the character’s base component from a capsule to something else, and to make a custom movement component since the capsule is hardcoded into the given one.

So, is there any less intense solution that I’m not thinking of? Thanks!

When the character is knocked down, can they move around without standing up first? If not, then you might be able to get away with just doing a box trace per Tick with a distance of 0.001 Z from the root.

I guess it depends on why you need things to collide with the knocked down character and what effect they are supposed to have. It may be very different if it’s managing encroaching moving walls scooping him up as opposed to just taking damage from bullets.