How does the AddMovementInput() function interact with Velocity?

I try to find where the code actually move the Character, but I can not find it. I am using “Go to Difinition” key in Visual Studio.



AddMovementInput(Direction, Value);


then



void APawn::Internal_AddMovementInput(FVector WorldAccel, bool bForce /*=false*/)
{ if (bForce || !IsMoveInputIgnored())
  {
  [INDENT=2]ControlInputVector += WorldAccel;[/INDENT]
  }
 }


I have searched “ControlInputVector” in “Entire Solution”, but nothing useful.
I have also searched
“GetMovementInputVector()”
“GetPendingMovementInputVector()”
“ConsumeMovementInputVector()”
and still nothing.
Can anyone show me where this ControlInputVector interacts with Velocity?

do you include the head file for the movement component?
the first , movement component is the character’s function, you must have a character, then you can must include the head like this "#include “GameFramework/CharacterMovementComponent.h”
"
the full codes is

const FRotator rotation = Controller->GetControlRotation();
const FRotator rotationYaw(0, rotation.Yaw, 0);

    FVector _forward = FRotationMatrix(rotationYaw).GetUnitAxis(EAxis::X);

    AddMovementInput(_forward, value);

the commuinty is doesn’t support syntax. so bad feel.
you can use the code for your work. hope can help you.

I know how to use this function, I just want to know the working theory of this function.
Thank you for reply, but please read the content before you reoly.