Solution in third post.
Hey guys, I am well into a fair sized project which requires a custom character. I have created custom characters with physics and animsets and animtrees and all that good stuff before. However I have realized a serious problem with my previous implementation; just like the UTPawn my TIPawn uses the CylinderComponent for collision:
This is a problem because as far as I have been able to tell this cylinder occupies the space below the pivot point on my character. I have tried to find a way to simply move the cylinder up unsuccessfully. Now I am considering whether or not UT character meshes are simply exported with a pivot that is more towards the middle of the character or if there is some better way to apply collision to a Pawn. What do you do to create proper collision for your Pawn? Any help would be greatly appreciated!
Begin Object Name=CollisionCylinder
If it helps at all to understand, my problem is that I have collectible Items that you are meant to get when any part of the player touches them; however with the above method my Pawn either ends up floating on a collision block or when I have the height set to a minimum he can only collect items with his feet more or less.