Hi!
Title says it all, I have a pawn who works with FloatingPawnMovement but now with CharacterMovementComponent
AMPlayer::AMPlayer()
{
PrimaryActorTick.bCanEverTick = true;
UCapsuleComponent *capsule = CreateDefaultSubobject<UCapsuleComponent>(TEXT("Capsule Collider"));
RootComponent = capsule;
capsule->InitCapsuleSize(22.0, 44.0);
capsule->SetCollisionProfileName(TEXT("Pawn"));
m_mcomp = CreateDefaultSubobject<UCharacterMovementComponent>(TEXT("CharacterMovementComponent"));
m_mcomp->UpdatedComponent = RootComponent;
m_speed = 500;
}
this is how I init it
and this is how I get my comp
UPawnMovementComponent* AMPlayer::GetMovementComponent() const
{
return m_mcomp;
}