Override Movement component in default 4.18 constructor

How do we create (override) the default character movement component using the default constructor on 4.18, instead of Super(ObjectInitializer.SetDefaultSubobjectClass(ACharacter::CharacterMovementComponentName))

Hey there, i searched online and found this:

In my pawn class, I create my custom movement component in my constructor

PawnMovementComponent = CreateDefaultSubobject(TEXT("PawnMovement")); PawnMovementComponent->SetUpdatedComponent(CollisionComponent);

and override this...

virtual UPawnMovementComponent* GetMovementComponent() const override { return PawnMovementComponent; }

Worst case you can use the old FObjectInitializer

Thank you! That is exaclty what i need
Works great.

Good to know :slight_smile:

How would I then go about destroying the default movement component?
Because when I do this, I now have 2 movement components on my character. And I can’t seem to access the default one to destroy it become I have overriden GetMovementComponent()

k I just found a solution. I call the base classess GetMovementComponent specifically :slight_smile:


Scrap that, gives strange results where I recompile an additional movement component gets added until I compile the BP.