Well, I was going to make a base class for all my space ships and rocket pods to inherit from - they all would have had the same basic functionality: 6DOF, thruster controlled movement and weapons of various kind. The character mesh was to be attached to the vehicle mesh so the character was still shootable (ie. snipe a pilot from cockpit type of fun) and the vehicle itself had their own hitpoints - loss of which would cause an explosion. I have most of the framework in place - nothing happens when the vehicle runs out of hitpoints and weapons are not yet functional, but the framework is there - I haven’t implemented all the features yet because I got stuck abruptly with the movement.
So the short answer would be a pod - but the character is visible in it. The reason I didn’t go to the route of attach mesh and set to flying mode for the character was because I was trying to think ahead for other vehicles in this same category. At the moment we are not planning on making surface vehicles.
I’ve recently put in collision capsules and tried using them as the UpdatedComponent instead of my mesh (as I did originally just to test out the movement), but no movement ensued. Is there something specific I need to do for my class that inherits from APawn before regular movement with CharacterMovementComponent can ensue? I have manually inputed the UpdatedComponent, I’ve also tried the UpdatedPrimitive, but they don’t seem to be linked to my problems.