I’ve recently switched to Unreal after about 8+ years of working in Unity, and as part of the learning process I’m building a pretty basic skiing game for my kids to play.
I wanted to get peoples opinions on what the best practice, or best approach is to building a character with a base movement style that is different from normal character movement.
Currently I’ve been extending and overriding the CharacterMovementComponent and using MovementMode::Custom, and have created a character that inherits from ACharacter to utilise all the tooling that Unreal already provides (I’d like to try and make it online so they can play with each other from their computers).
Is this a good approach to creating custom character movement, it feels a little bit overkill to have something that has the ability to fly, swim, and even walk when I will never be using any of that, although at the same time I’m not sure if there is a better approach to this without re-writing network prediction, ground detection, and all the other useful things that the base Character provides.
Further to this I’ll eventually be using Unreal for my work, so while I can get away with hacking stuff to make it work for a fun game for my kids, what approach would you guys take if you were writing this for a game you plan on releasing?
Thanks everyone so much for your help, this community seems to be really helpful so far, so I’m enjoying having made the switch!