Is it possible to use a spherical collision component in UDK? 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()