, you are awesome, and Epic is also awesome, see that tutorial series clears a lot things up.
**Edit:**I also have something half baked, which does not rely on DefaultPawn’s movement component and does not have to use the physics part of Pawn class.
Ideally, there should be a switch to do first person/third person, and a switch to use the physics(move by adding force to set velocity) or just purely roll your own movement(you would have to handle collision response.)
So far, I can do most of the movement part in later mode, with rotation left to tweak(heavily referencing how the Input example do to the UFO.)
And 's example for 6-DOF tutorial, but you know what, control is indeed a major part of the game, get the feel right needs a lot work.
Also, I think 's player start method can be improved, so you no longer have to rely on a tag( which potentially restrict how many player can spawn on a map, or when Pawn died you used up all respawn point.),
as I mentioned before, I intended to spawn in a volume, but I haven’t get to how to default spawn to a spectator pawn and then possess a player pawn with possibility to choose team. I’ll do that once the rotation part is done.