I am a bit new to coding in C++ and i’ve run into a problem as i am mostly doing things in Blueprint.
I’m making Airships and other vehicles that need to have free character movement while in use so i am attaching the character to an airship (pawn) when the character enters a specific volume so i can have movement parented and localized to the airship’s frame of reference, this part mostly works, but there is an issue with the CharacterMovement component that makes the Character move at 2x the speed of the airship when in flight, this seems due to the engine compensating for pawns standing on top of moving objects, when attached to a moving pawn (which obivously removes the need for this compensation) the engine over-compensates instead.
I was wondering how i should go about fixing this, i’ve done enough reading to understand that i need to make a custom CharacterMovement component but i am unfamiliar to how the .h and .cpp structure works or what part of the code to overwrite or how.
Ideally i’d like to add an exception for the normal rule so that when the Character is attached to something it should not compensate for base movement.
Any help on this issue would be greatly appreciated!