Hello,
First here is my hierarchy : At the base I have a c++ pawn class (called AbsShipPawn) with a custom movement component.
This class has a blueprint child (called BP_BaseShip). This one has also a child called BP_NewShip and the final class is BP_NewShipPlayer that can be possesed (because it has the camera).
In summary : AbsShipPawn---->BP_BaseShip---->BP_NewShip---->BP_NewShipPlayer.
My problem appears if I create a new child of BP_NewShip : even if it is configured exactly like BP_NewShipPlayer, the behaviour isn’t exactly the same. (Note that the problem doesn’t occur if I create a duplication of BP_NewShipPlayer).
To be more precise, my ship is like a podracer that flies with a raycast system to stay near the ground (but without touch it). And I don’t know why but if I do a jump with the new child, a force or something else (I really don’t know what) is applied on the ship. Furthemore, the new child starts spinning, a behaviour that should be canceled with the BoxComponent->bIgnoreRadialImpulse = true and BoxComponent->bIgnoreRadialForce = true from the c++ parent.
Does anyone have an idea of where the problem may come?
Thanks in advance.