C++ sidescroller woes

I am having some trouble trying to use my own custom character. When I start a new sidescroller project, it gives me a C++ character class, but this is not used in the game. The blueprint-based “Sidescroller” character is used, and is set as the default pawn.

Next, in the constructor for the character class it gives you, it says this:

// Note: The skeletal mesh and anim blueprint references on the Mesh component (inherited from Character) 
// are set in the derived blueprint asset named MyCharacter (to avoid direct content references in C++)

But where is this “MyCharacter” blueprint? I cannot find it anywhere.

I am also having trouble setting the default pawn to my custom character class. I’ve tried both:

"/Game_Classes/ModuleName/CharacterClassName"
"/Script/CharacterClassName"

but the editor gives an error when starting up saying it can’t find it.

I need someone to help me out with some of these things because it is driving me crazy at the moment. What’s the point in having a pre-generated base-game if it acts like this?

Okay, I managed to get past these issues. In the First Person shooter starter project, the blueprint there actually does
derive from the C++ character class it gives you. So I just came back to my sidescroller project and made a new blueprint character that derives from my C++ character class and set the default pawn to that class via my GameMode.cpp

So yeah false alarm!

Still, I’ve decided not to delete this in case someone else comes across the same thing. The “MyCharacter” blueprint doesn’t exist, but the comment in the code would have you believe otherwise.