What node/component to set as target to change gravity direction instead Character Movement?

I was developing my game mechanics in templates, now I am impelenting the mechanics to a real game project, and this little problem came out, I can’t attach it other components directly at least, and I don’t know how to create a character movement component nor I don’t know if it is necessary.

@ClockworkOcean

1 Like

You have to add a character movement component. It looks like you just pasted this node from somewhere else?

2 Likes

Yes I pasted it from the template project. How can I create a character movement component? :slight_smile:

1 Like

It’s on the list :slight_smile:

1 Like

I setted up some things but nothing seems to affect in playing. Character just spawns there and its flipbook plays, not controls nor automatic systems such as line traces etc working, nothing is working. Could it be of lack of a character movement component again mabe which I don’t know how to make?

Character moment is just in the components list, just press the ‘Add’ button :slight_smile:

If you have spawned a pawn, it won’t do anything unless you have written code to make things happen. By default, a pawn will not move, and has no collision sensing.

This is why the character movement component is used quite a lot.

It does not appear when I search it. It’s a pawn, mabe this is the reason? If that so I will have to change stuff again.

In characters, character movement component is not addeble nor deletable, in pawn I can’t have it at all.

Ah… sorry, working from memory here.

Change the parent of the blueprint to ‘character’, then you can see it / add it.

1 Like

And :slight_smile: how exacly can I do that?

This pic is from UE4, but it’s basically the same

2 Likes

Is this your literally full time job or something?

1 Like

:rofl:

1 Like

I cannot turn my pawn to a character, I can only set a character as parent, and when I do that it adds a skeletal mesh wich I will not use. You think is there a better way for me to handle stuff here? Considering my character has a sprite for vivid and only 2 directional? I think I better go with pawn, but in that case, what can I attach to gravity direction target? And elsethings again, instead movement component.

I’mona cut it quick for you, what can a attach to gravity direction as target in a pawn, which it would be movement compononet if it were a character.

Gravity and all that stuff comes with character movement. The pawn has nothing, just possession.

If you don’t want the skel mesh, just don’t use it :slight_smile:

2 Likes