I want to make a character for a Breakout game that is a kind of cube.

From the instructions from Unreal it appears I need to create a 'Character' blueprint. But when i do this, it comes with CapsuleComponent (Inherited) and I can't change the shape/mesh.

I could perhaps turn off collision on the capsule, but is that really the way it has to be. The capsule is annoying and not needed in this case. I just want a block that I can move left to right with A and D key.

Am I approaching this wrong completely? Do I need a 'Character' blueprint in order to make such a controllable Paddle for Breakout game?

  • \$\begingroup\$ You'd be better off with a pawn, not a character. \$\endgroup\$
    – Rotem
    Jan 14, 2020 at 4:11
  • \$\begingroup\$ ok thank you i will try that \$\endgroup\$ Jan 14, 2020 at 5:21

1 Answer 1


In C++ you can just destroy the CapsuleCompoennt, however the ACharacter class is intended to use the CapsuleComponent many of its underlying functions are relying on a CapsuleComponent.

With that said you probably better to use APawn - and add all the bells and whistles manually. - Yes it will lose all the ACharacter's bells and whistles.

Leaving the CapsuleComponent without collisions is probably an option.

If you are planning to use UCharacterMovementComponent of some kind - it will assume a proper capsule - it is possible to fix/override everything, but it is up to you to answer if it is worth the effort.

  • 1
    \$\begingroup\$ thank you for the detailed answer. Sadlu I cannot upvote you as of yet. I am going to look at APawn soon, although right now I have gone back to basics and just following all the very basic tutorials for adding Actors etc. I'm slowly getting to grips with how to become Unreal ;] thanks again all those providing help \$\endgroup\$ Jan 14, 2020 at 14:45
  • \$\begingroup\$ Glad to be useful \$\endgroup\$ Jan 14, 2020 at 15:11

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