I see what you mean. You’re saying the engine should never allowed this in the first place.
There’s actually no particular reason why I ‘need’ this. It’s just so happen way I did it. And that’s because I tested it with Player Controller and then I moved on to allow AI to use it.
What I did was a helicopter control AI. I merely interpolate the direction of the InputVector towards the goal to create a small sway in turning and then proceed to do a waypoint like system to get the helicopter to move from point to point.
I use floatingpawncomponent because I couldn’t find any movement component in blueprint except for Projectile MovementComponent . I used Projectile Component previously but I have to force the movement manually. Then I found out DefaultPawn has a floatingmovement component which is slightly better.
If this is the direction of the Engine then I would understand , maybe you can give me some advice on a better way to do it.