Fixed the "Behind enemy" overlap detection - had the tag on the wrong component.
Misc Player and Enemy component collider and mesh adjustments. Found I think a good middle ground of camera perspective within the capsule and seeing the meshes when looking down while also not clipping through walls.
Main issue in this regard now is just the weapon still clipping through most things despite constant fiddling to bring it closer within the capsule while "animating". Might eventually bite the bullet to try complicated render math. Hope is for the player to hold many different things and not worry about clipping so tbd tbh.
UE5 First person dishonored-like stealth navigation and combat.
Round out basic mechanics and systems to then build a robust and polished level design to play around it.