Can you customize DefaultPawn movement?

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.

DefaultPawn is implemented in C++. If you make a blueprint deriving from DefaultPawn, you are adding functionality to it, not overriding/replacing it

Yes, I realize that. I meant specifically just the default input handling, which I thought is not exposed anywhere. So I thought I am stuck with the default, unexposed input mapping unless I know C++. I was wrong though. I was just an idiot and not looking at a right place. I’ve found it already :slight_smile:


It was here :slight_smile:

Non the less, thank you for taking your time to respond.