# Custom Pawn Movement Component

**URL:** <https://forums.unrealengine.com/t/custom-pawn-movement-component/279308>\
**Category:** Programming & Scripting\
**Tags:** unreal-engine\
**Created:** [April 1, 2014, 6:32pm UTC](https://forums.unrealengine.com/t/custom-pawn-movement-component/279308 "2014-04-01T18:32:53Z")\
**Posts on this page:** 1\
**Showing post:** 2

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**Author:** ![order66](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/order66/32/906575_2.png) [@order66](https://forums.unrealengine.com/u/order66)\
**Post date:** [April 3, 2014, 5:10pm UTC](https://forums.unrealengine.com/t/custom-pawn-movement-component/279308/2 "2014-04-03T17:10:26Z")

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I think the easiest way should be doing it the way it is done by default:

Add a PawnMovementComponent and create a function “AddInput” or something where you call the “AddInputVector” function of the PawnMovementComponent:

virtual void AddInputVector(FVector WorldVector, bool bForce = false);

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