# Pawn Movement through vectors(Steering Behavior)

**URL:** <https://forums.unrealengine.com/t/pawn-movement-through-vectors-steering-behavior/305532>\
**Category:** AI\
**Tags:** unreal-engine, vector, Blueprint, question\
**Created:** [January 31, 2015, 2:43am UTC](https://forums.unrealengine.com/t/pawn-movement-through-vectors-steering-behavior/305532 "2015-01-31T02:43:19Z")\
**Posts on this page:** 1\
**Showing post:** 3

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**Author:** ![MajinKen\_1](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@MajinKen\_1](https://forums.unrealengine.com/u/MajinKen_1)\
**Post date:** [February 2, 2015, 10:37pm UTC](https://forums.unrealengine.com/t/pawn-movement-through-vectors-steering-behavior/305532/3 "2015-02-02T22:37:18Z")

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Interesting. I’ve been researching more on my end.  
Also, following this short tutorial:

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would using an ACharacter and overriding the default CharacterMovementComponent that comes with it work as well? The CharacterMovementComponent doesn’t work with force vector movements does it?

If one were to continue with the Pawn setup in this question, would making a PawnMovementComponent suffice? What class does it derive from?

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