Hi,
I can't see the picture
What I can tell you is that it is not a problem

. When you create an shape for a character controller in physX, you need to :
- AABB : Half forward, half width, half height
- Capsule : height, radius
So, they will always be centered to you actor

. One way to overcome this is to add some configurable offset inside the plugin (I added this to the physX 3 plugin), so every time a physX transform is applied to the entity the offset will be used to have the correct position for the rendering entity. Another way, possible with the actual plugin (and also possible in mine) is to use a simple invisible box to be registered as the actor's shape, and use your complex geometry for rendering only, and apply the offset yourself

.