If someone has a better solution that does not hesitate
AMyCharacter::AMyCharacter(const FObjectInitializer& ObjectInitializer)
{
static ConstructorHelpers::FObjectFinder<USkeletalMesh> skeletalMesh1(TEXT("SkeletalMesh'/Game/ThirdPerson/Character/ThirdPersonSkeletalMesh.ThirdPersonSkeletalMesh'"));
GetMesh()->SetSkeletalMesh(NULL);
MeshComponent = ObjectInitializer.CreateDefaultSubobject<UPoseableMeshComponent>(this, TEXT("MeshComponent"));
MeshComponent->SetSkeletalMesh(skeletalMesh1.Object);
MeshComponent->SetMobility(EComponentMobility::Movable);
RootComponent = MeshComponent;
GetCapsuleComponent()->InitCapsuleSize(42.f, 96.0f);
UCapsuleComponent* capsule = this->GetCapsuleComponent();
capsule->AttachTo(RootComponent);
// Create a camera boom (pulls in towards the player if there is a collision)
CameraBoom = CreateDefaultSubobject<USpringArmComponent>(TEXT("CameraBoom"));
CameraBoom->AttachTo(RootComponent);
CameraBoom->TargetArmLength = 300.0f; // The camera follows at this distance behind the character
CameraBoom->bUsePawnControlRotation = true; // Rotate the arm based on the controller
// Create a follow camera
FollowCamera = CreateDefaultSubobject<UCameraComponent>(TEXT("FollowCamera"));
FollowCamera->AttachTo(CameraBoom, USpringArmComponent::SocketName); // Attach the camera to the end of the boom and let the boom adjust to match the controller orientation
FollowCamera->bUsePawnControlRotation = false; // Camera does not rotate relative to arm
}
Disadvantage is that my character class has no mesh