It has been quite awhile now that I’ve been trying to make a networked game. I understand the character class has the Character Movement Component which is considered to be fully working, etc. However, what if you want to make characters which don’t use a capsule collision? What if you don’t want to use a skeletal mesh? Well, you can’t. Characters need to have skeletal meshes and use it’s capsule component. Even tho you can override them, it is sometimes, not a good option. As my networked game uses spaceships with complex collision for projectiles, it isn’t a good option to use the Character, so I’ve tried making a pawn with Floating Pawn Movement. Character Movement component does support flying, however, you’re still tied to that terrible collision capsule and skeletal mesh. Unfortunately, the Floating Pawn Movement Component is incomplete, I am unable to replicate movement as the Character Movement does. So, what about making Character Movement a little bit less static? Let people use it in a bunch of different blueprints, being a pawn or a character. Binding it to only characters restrain your creativity.
I understand I could only ignore the skeletal mesh and add a static mesh component, however, what should I do with the capsule? Even tho I disable it’s collision, it will still be loaded, initialized and ticked on the game (same for skeletal mesh). If you have a lot of ships (in my case) in heavy battle, firing a lot of projectiles into each other, those extra ticks might be a lot for your computer to handle, causing severe performance issues.
Thanks for reading,
Alanzote.