For ages, my standard method of moving a character has been some variant of this:
ACharacter* myCharacter = Cast<ACharacter>(MeshComp->GetOwner());
FVector movementVector = myActor->GetActorForwardVector()*moveDistance;
movementVector = movementVector.RotateAngleAxis(moveDirection, FVector(0, 0, 1));
myCharacter->CharacterMovement->Velocity += movementVector;
However, recently the last line, where I directly add to the character’s velocity, produces a compiler warning that character movement should not be accessed directly. I looked through UCharacterMovementComponent | Unreal Engine Documentation , but I don’t see a setter for velocity- if it’s going to be set to private soon, how are we intended to set the velocity from code?