Hi,
I’ve just created DefaultPawn actor class, which I want to customize. DefaultPawn seems to be a nice middle ground between having to do the movement logic myself on a Pawn class, or having to deal with too much bloat in the Character class.
What confuses me, a lot, is that when I create DefaultPawn, and start gameplay, it already accepts inputs from WASD and Ctrl and Space for movement, despite blueprint being completely empty, and I just can not figure out how to override these inputs with my own. If I introduce AddMovementInput to the blueprint, it’s added on top of the internal movement handling, instead of overriding it.
So my question is how do I make DefaultPawn movement custom, and how do I disable the one that seems to be hardcoded somewhere in the background…?
Thank you in advance.