Awesome, thanks for the response!
I too was thinking about that this morning, since a lot of these changes would ultimately break existing projects using the current CMC which is of course a major engine component / feature in itself. My only solution right now would be to create these as completely new classes, and maybe phase out the old ones over time so that people have the time to ‘upgrade’ or port their existing projects.
Perhaps if there was a ‘Predicted Physics Movement’ component that works as described in my last suggestion, the character class could eventually be updated to use that component instead of the existing CMC - ultimately treating the character class as a PhysX actor. Applying velocity / rotation on the object as if it were a regular PhysX actor would bring quite a few advantages, like interacting correctly with physical material properties, collision rejection from >2 surfaces etc without getting stuck. It would also interact nicely with the physics nodes like ‘Add Force’ and ‘Add Torque’ etc, which CMC currently has it’s own versions of.
Making that component then support any primitive object for collision and mesh (or using the physics asset from a skeletal mesh and offsetting the visual mesh for smoothing) would certainly help with supporting non-character pawns.