Problem with own Character

Hello everybody,

i have some problems getting my character work. if i hit the play button im not able to move to body or even looking through the camera which is attached at the charakter. maybe i forget something, im confused right now maybe someone have an idea. here is my code.

Code

// Fill out your copyright notice in the Description page of Project Settings.

#include "PS4_v1.h"
#include "MMU.h"

#define print(text) if (GEngine) GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Blue, text)


// Sets default values
AMMU::AMMU()
{
 	// Set this character to call Tick() every frame.  You can turn this off to improve performance if you don't need it.
	PrimaryActorTick.bCanEverTick = true;

	

	//set the size of the capsule
	GetCapsuleComponent()->SetCapsuleSize(50.f, 100.f);
	//GetCapsuleComponent()->SetCollisionEnabled(ECollisionEnabled::QueryAndPhysics);
	GetCapsuleComponent()->SetSimulatePhysics(true);
	GetCharacterMovement()->bOrientRotationToMovement = false; // do not move the direction we are looking
	

	//setup the cameracomponent
	m_uCameraComponent = CreateDefaultSubobject<UCameraComponent>(TEXT("CameraComponent"));
	m_uCameraComponent->AttachParent = GetCapsuleComponent();
	m_uCameraComponent->RelativeLocation = FVector(0.0f, 0.0f, 80.f);
	m_uCameraComponent->bUsePawnControlRotation = true; //maybe this should be disabled when using vr
	
	////setup the mesh
	//m_uMeshMMU = CreateDefaultSubobject<USkeletalMeshComponent>(TEXT("MMUMesh"));
	//m_uMeshMMU->SetOnlyOwnerSee(true); //visible for us
	//m_uMeshMMU->AttachParent = m_uCameraComponent;


	//set baserate
	m_fBaseRate = 25.0f;

}

// Called when the game starts or when spawned
void AMMU::BeginPlay()
{
	Super::BeginPlay();
	
	FString fString;
	fString.Append("MMU selected");

	print(fString);

}

// Called every frame
void AMMU::Tick( float DeltaTime )
{
	Super::Tick( DeltaTime );

}

// Called to bind functionality to input
void AMMU::SetupPlayerInputComponent(class UInputComponent* InputComponent)
{
	Super::SetupPlayerInputComponent(InputComponent);

	//check if the inputcomponents are initialized
	check(InputComponent);

	//read an delegate the input to a function
	InputComponent->BindAxis("MoveForward", this, &AMMU::moveForward);
	InputComponent->BindAxis("MoveRight", this, &AMMU::moveRight);
	InputComponent->BindAxis("MoveUp", this, &AMMU::moveUp);
	InputComponent->BindAxis("Turn", this, &AMMU::turnRight);



}

void AMMU::moveForward( float _value )
{
	if (_value != 0)
	{
		FString fString;

		fString.Append("Applying Impulse to the MMU to move in y-direction");
		GetCapsuleComponent()->AddImpulse(GetActorForwardVector() * (200.0f*_value));

		print(fString);

	}
	
}

void AMMU::moveRight( float _value )
{

	if (_value != 0)
	{
		FString fString;

		fString.Append("Applying Impulse to the MMU to move in x-direction");
		GetCapsuleComponent()->AddImpulse(GetActorRightVector() * (200.0f*_value));

		print(fString);
	}

}

void AMMU::moveUp( float _value )
{

	FString fString;
	fString.Append("Applying Impulse to the MMU in z-direction");

	if (_value != 0)
	{
		GetCapsuleComponent()->AddImpulse(GetActorUpVector() * (200.f*_value));
		print(fString);
	}
		
}

void AMMU::turnRight( float _value )
{
	UWorld *world = GetWorld();
	check(world);

	FString fString;
	fString.Append("Turn the MMU");

	if (_value != 0)
	{
		AddControllerYawInput(_value * m_fBaseRate * world->GetDeltaSeconds());
		print(fString);
	}
	

}

Header

// Fill out your copyright notice in the Description page of Project Settings.

#pragma once

#include "GameFramework/Character.h"
#include "MMU.generated.h"


UCLASS()
class PS4_V1_API AMMU : public ACharacter
{
	GENERATED_BODY()

	// Pawn Mesh: this should represent the MMU
	//UPROPERTY( EditAnywhere, Category = "Mesh" )
	//class USkeletalMeshComponent* m_uMeshMMU;
	//
	//// Camera to the MMU
	UPROPERTY( EditAnywhere, Category = "Mesh - Camera" )
	UCameraComponent* m_uCameraComponent;


public:
	// Sets default values for this character's properties
	AMMU();

	// Called when the game starts or when spawned
	virtual void BeginPlay() override;
	
	// Called every frame
	virtual void Tick( float DeltaSeconds ) override;

	// Called to bind functionality to input
	virtual void SetupPlayerInputComponent( class UInputComponent* InputComponent ) override;

protected:
	// move MMU Unit forward
	void moveForward( float _value );

	// move MMU Unit right
	void moveRight( float _value );

	//move MMU Unit up
	void moveUp( float _value );

	//turn the MMU Unit
	void turnRight( float _value );


	//set the turnrate
	UPROPERTY(Editanywhere, Category = "Mesh")
	float m_fBaseRate = 0.0f;


private:

	
};

thanks and greetings