[VehicleGame] How to change VehicleMovementComponent to custom one?

I wanted to add some updates to the custom Vehicle Movement component in the VehicleGame demo, that is in Pawns/VehicleMovementComponentBoosted4w.h/cpp

but I noticed the buggy pawn does not seem to use that component at all, instead utilizing VehicleMovementComponent4w

How can I set it up to actually use VehicleMovementComponentBoosted4w instead - or any other custom movement component derived from the default one?

// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.

#include "Pawns/VehicleMovementComponentBoosted4w.h"

ABuggyPawn::ABuggyPawn(const class FObjectInitializer& PCIP) :
Super(PCIP.SetDefaultSubobjectClass<UVehicleMovementComponentBoosted4w>(AWheeledVehicle::VehicleMovementComponentName))
{
}

Thank you, that worked just fine. Although one issue I’m having is this: in the vehicle Blueprint the component displays the proper parent (“VehicleMovementComponentBoosted4w”), but when I try to access properties added in the “boosted4W” class, I have to cast the VehicleMovementComponent to VehicleMovementComponentBoosted4w.

Here is my class declaration:

UCLASS()
class UVehicleMovementComponentBoosted4w : public UWheeledVehicleMovementComponent4W
{
	GENERATED_UCLASS_BODY()

	UFUNCTION(BlueprintCallable, Category = "Game|Vehicle")
	void Test1();

public:
	UFUNCTION(BlueprintCallable, Category = "Game|Vehicle")
	void Test2();
};

Both, test1 and test2 are only accessible after casting as seen in the screenshot below.
Is that to be expected or do I need to change code declaration?

It is not issue. I must cast the VehicleMovementComponent to VehicleMovementComponentBoosted4w.