Problem in AirControl(Character)

Im kinda wondering about aircontrol

this function can control chara turn in the air while we set it at “1”
0 means no aircontrol so we cant turn in the air

(by the way im trying to reproduction Source Engine 's Movement logic in UE 5.7)

but im using cpp to override CMC component and i have my own way to calcvelocity
my main problem is : did aircontrol to have an effect even if i override the calcvelocity
or i have to rewrite AirControl

Hey, welcome to the forums.

AirControl is effecting the falling movement even if you override the CalcVelocity method.
PhysFalling() computes FallAcceleration first and then runs CalcVelocity() with the FallAcceleration as Acceleration.

If you want to change that, you can override GetFallingLateralAcceleration() or GetAirControl().

Thanks for the applying! :heart:
I will check the source code of UE and figure out how UE achieve Falling. Then think about override Aircontrol().

But i have a small question about UE.
If I want to reproduce Source SDK movement, should I override GetFallingLateralAcceleration() instead of changing AirControl?
Because Source’s air movement seems closer to AirAcceleration() rather than UE’s AirControl.
My concern is that setting AirControl=1 in UE feels much stronger than Source SDK. Is this caused by other parameters like FallingLateralFriction or BrakingDecelerationFalling?