C++ Custom Custom Character Movement Component and Blueprint Runtime Error

I’m coding a custom character movement component for my character using C++ and I’m running into two separate problems. Starting with the big one:

When I initially programmed and tested the CMC it was working as intended until I saved and quit out of the engine. Now when I start up ue and hit play I’m unable to move the character like I did before and when I stop the level I’m met with this wall of errors:


For reference, I am using the BP_ThirdPersonCharacter and I haven’t touched ABP_Manny and I’m not using it anywhere. I also have BP_ThirdPersonCharacter set as the default pawn class. I’m at a loss as to what might be causing this.

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Hey @mr8bittrip

If you changed the CMC of an existing class with an ABP created to work with the original CMC, those errors are expected. The ABP for the default Manny relies a lot on the default CharacterMovementComponent, which now would be nullptr.

Update the ABP or create a new one to adapt to your custom CMC.

At least that’s my best guess from the information on your post.

I think I understand what your saying @GRIM_Warlock tried a few different ways in the blueprint (I’ll post those screenshots below). But I don’t know how to update that would you know how?

Swap it. First get your ThirdPersonCharacter reference, then get your custom CMC instead of the default one. Make sure your BP only has one movement component, and that the stored variable Movement Component is of your custom CMC class.

Then all the broken functions and variables read from the original CMC will appear on the compiling error log, and you can fix or replace them one by one.