Unity to Unreal - Physics based movement

I had simple character movement in an unity game that I am trying to recreate using blueprint.

Below is my simple code snippet from unity. I have spent quite a while trying to figure it out. I am sure it is something simple that I am missing. I have only been experimenting with unreal for a week or 2

float forMoveAmt = Input.GetAxisRaw(“Vertical”)* forwardSpeed;
float turnAmt = Input.GetAxisRaw(“Horizontal”) * turnSpeed;

GetComponent<Rigidbody>().AddTorque(0,turnAmt,0);
GetComponent<Rigidbody>().AddRelativeForce(0,0,forMoveAmt);

Something like this maybe? Though I skipped setting the forMoveAmt and turnAmt variables.

Thanks, Mine looks almost exactly the same but my player doesn’t move forward when I push w, so I must be missing something somewhere else. I am doing this in a class based on character.

The class basically only has a capsule, a cube and a camera.

Did you try multiplying the force by a large number to make sure it’s not just too weak?

It doesn’t matter what I set it to it does nothing. I am applying the force to the capsule but it is the root of the blueprint so I thought that is where I would do it. The physics is on for the capsule.

Yeah, that’s probably the issue. The character class has a bunch of movement stuff built in, so if you’re not going to use that you should probably use the base pawn. Though don’t take my word for it, I haven’t used the preset classes much for that very reason. Make a pawn, add a static mesh, enable simulate physics, and then add the little blueprint you have, that will work.

Thanks for all your help. I had to make a few change but it is working finally. Mostly just checking the accel change. Without that I was needing a force of 250000 units to move it. I used a pawn as you suggested.

Now I have to figure out how to make it relative. I want to add force in the current direction it is facing. Any ideas on that?

I also created a physic material so it would slide more.

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Found the answer in an the Unreal Answer area. So here is my new blueprint. I didn’t need to change the torque part. Seems to work so far. Just have to tweak my force values and my physics surfaces. Thanks again for all your help

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