if you want to go the CUstomMovementComponent route you need to do the following:
In your Character Class you need to add this to the constructor (BRS is the prefix I’m using for our project, you would need to insert your own class names instead of mine)
ABRSCharacter::ABRSCharacter(const class FPostConstructInitializeProperties& PCIP)
// Other Stuff ...
This will make the Character use your custom MovementComponent Class.
One important function would be PhysCustom in CharacterMovementComponent. Override it and call your custom MovementPhysics from there:
void UBRSCharacterMovementComp::PhysCustom(float deltaTime, int32 Iterations)
This should be the important stuff.
CMOVE_… where defined using #define to make the code more readable