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Pawn Movement component not moving.

I have tried to set up some code that makes the pawn move up when the jump function is called. When the function is called however , there is no movement , and I can tell the function is definitely getting called through the debug message.

The code is:

 #include "ClientMessage.h"
 #include "MyPawn.h"
 
 
 AMyPawn::AMyPawn(const class FPostConstructInitializeProperties& PCIP)
     : Super(PCIP)
 {
     UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Root")
     TSubobjectPtr<UStaticMesh> TouchCapsule = PCIP.CreateDefaultSubobject<UStaticMesh>(this, TEXT("Body"));
     
     UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Root")
     TSubobjectPtr<UPawnMovementComponent> myMovement = PCIP.CreateDefaultSubobject<UPawnMovementComponent>(this, "movement component", false);
     
     UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Root")
     TSubobjectPtr<USphereComponent> CollisionComponent = PCIP.CreateDefaultSubobject<USphereComponent>(this, "collision component");
     CollisionComponent->bShouldUpdatePhysicsVolume = true;
     RootComponent = CollisionComponent;
     myMovement->UpdatedComponent = CollisionComponent;
     
 
 }
 void AMyPawn::jump()
 {
     GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Red, TEXT("jump"));
     AddMovementInput(FVector::UpVector, jumpHeight);
 }
 
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asked Nov 11 '14 at 08:24 PM in C++ Programming

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laserbeam897
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2 answers: sort voted first

it looks like instead of AddMovementInput you should use SetActorLocation like in https://docs.unrealengine.com/latest/INT/Programming/Tutorials/PlayerInput/index.html

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answered May 22 '16 at 09:12 PM

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KLNHomeALone
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have you set this AutoPossessPlayer = EAutoReceiveInput::Player0; ? also do you have a PawnMovementComponent implemented ?

follow this tutorial https://docs.unrealengine.com/latest/INT/Programming/Tutorials/Components/2/

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answered May 22 '16 at 09:25 PM

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Mlody "Swidwin"
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avatar image KLNHomeALone May 23 '16 at 06:20 PM

yes I set AutoPossessPlayer = EAutoReceiveInput::Player0; in the constructor

avatar image KLNHomeALone May 23 '16 at 06:24 PM

as for the PawnMovementComponent - I did not implement that, actually I tried, but something was not compiled, i'm a newby to C++, my whole life i've been working with .net and c# :)

avatar image Mlody "Swidwin" May 23 '16 at 06:48 PM

In your pawn movement component you have to override virtual void TickComponent(float DeltaTime, enum ELevelTick TickType, FActorComponentTickFunction *ThisTickFunction) override Method its all in the tutorial

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