I’m working on a custom movement to my character (a precise destination bezier jump).
I’ve seen that most Unreal Movement is done based on velocity, aceleration and so on.
I got a method that returns the desired Character Position with a float input, so I’m thinking on put it running inside the Tick() function using DeltaTime as the needed float and after reach the destination, to restore the Unreal “Standard” character movement. I’ve read some of the source code, but didn’t got any better method than the “rough” SetActorLocation( ) to perform my jump.
Is there a “safer” way/method?
Will this mess the movement logic/physics after I give back movement control to NavSys?