Character movement

The racing games not quite as much. It’s more of defined track system where they were pushing the limits of early 3D but it’s decently constrained. I was remembering one of the early F zero games where it was solid track.

Alright so your default pawn is called flying movement so that’s good. So when you start your game you should spawn at a playerstart as that pawn and possess it, so the camera is attached and you should be routed to the correct one.

Now, in your blueprint, right after your input fires, add a print string for one of them just saying the value of that axis. This will let us know if your pawn is receiving the inputs. Afterwards we’ll know if you’re just having a camera issue, a logic issue, or a map issue (or combination).