I have an object in UDK, which has a SkeletalMesh. At certain times in the game, I want this object to continue rendering the SkeletalMesh, but I'd like it to use spherical collision temporarily.
After reading a bunch about PrimitiveComponents, my understanding is that UDK supports cylindrical and box-like collision, but not spherical without using a static mesh.
EDIT:
What I have now is a StaticMesh with a material that makes it invisible. I've added a StaticMeshComponent to my Pawns. I can shut off the Pawn's collision, and turn on the StaticMesh collision. But it doesn't respond to impulses. I figure I'm missing something in how you turn on the RigidBody thingy.
CylinderComponent.SetActorCollision(false, false);
SetPhysics(PHYS_RigidBody);
RBCollisionComponent.SetStaticMesh(RBCollisionMesh);
RBCollisionComponent.AddImpulse(InImpulse);
RBCollisionComponent.WakeRigidBody();