Skeletal mesh accurate collisions in pawn/character

Started with the 3rd person sample. Trying to create an accurate physical simulation using a skeletal mesh. This is for VR, so getting motion controller transforms and applying them to hand bones. Using angular and linear velocity for movement on the capsule but the hands have no collision

When I use the skeletal mesh and delete the capsule, the collision is accurate but the physics makes the character collapse and breaks my setup for the controller transforms

Is there a way of setting up a complex collision instead of using the capsule? If not should I mess with the physics constraints in relation to the animation?

This has been particularly difficult because all the tutorials I’m looking at relate to an older version of unreal and I can’t find any way to download older versions