I’m still looking for help on this. I’d love to just move on to the next thing but I’m going to have to come back to this eventually and I’d like to just get it out of the way as fast as possible.
Here’s my new .h file for the movement component:
// Copyright Rapidfire Computer Entertainment. All rights reserved.
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/CharacterMovementComponent.h"
#include "CF_CharacterMovement.generated.h"
// Note: I tried brute-forcing "hideCategories" for literal days on end and it just refused to work for several of them, so I just gave up.
// Just understand that you can't ■■■■ with anything here because it probably WILL break ■■■■.
//=============================================================================
/**
* This custom Character Movement Component handles movement logic for the associated character owner.
* It supports various movement modes that you will likely need or use for your game.
*
* Networking is fully implemented, with server-client correction and prediction included, as per the default component.
*
* Note: This class is NOT EDITABLE! You will be setting all of your movement values inside of the character class.
* Do NOT write game logic that accesses this component directly.
*
*/
UCLASS(/*hideDropdown, hideCategories=("CharacterMovement:Walking", "CharacterMovement:Swimming", "CharacterMovement:Flying", "CharacterMovement:Avoidance", "ComponentTick", "Velocity", "PlanarMovement", "MovementComponent", "Tags", "Activation", "Cooking", "Collision", "CharacterMovement", "NavMovement", "AssetUserData", "RootMotion", "Variable", "Sockets", "ComponentReplication", "Advanced", "Character Movement: MovementMode", "CharacterMovementNetworking", "AdvancedSettings", "GeneralSettings")*/)
class CONNIPTIONFRAMEWORK_API UCF_CharacterMovement : public UCharacterMovementComponent
{
GENERATED_BODY()
UCF_CharacterMovement(const FObjectInitializer& ObjectInitializer);
protected:
virtual void BeginPlay() override;
};