Hi! I’m trying to re-make something I made in the UDK as a test case for getting into UE4 programming. Basically it’s a custom movement/physics implementation. I’m looking around the Movement Component/Actor stuff in the API docs (and on here) to find out how to get/set the acceleration of an actor. I see that the CharacterMovementComponent has a value for acceleration, but none of the parent classes do.
In UDK I used the actor location, velocity and acceleration to implement my custom movement/physics (which also happened to be a convenient way to share said properties with other classes.) Would I need to implement my own ActorComponent/MovementComponent subclass with all the properties I need (mostly just accel) or have I missed something?
Thanks.
P.S.: This is in C++, not in a Blueprint.