[Networking] Custom Movement Component

Hello!

I created my own custom movement component, derived from the floating movement component. However, it does not offer networking functionality, like the UCharacterMovementComponent for example. So I would like to derive from the UCharacterMovementComponent instead, but my pawn (a spaceship) is not a character, so I can’t really use it.
Any ideas how to solve this? Is the networking functionality planned for the other movement component types as well?
Thanks in advance!

It would be great if there was a more basic pawn class that offered the networking functionality of Character but was more lightweight, such as DefaultPawn. Right now I am having to build a custom class off of Character, which has tons of functionality I do not want/need. I just want a DefaultPawn-like class that also replicates client input out of the box, like Character does.

As an unreal newbie it is too ambitious for me to go untangle out the core networking functionality from Character and CharacterMovementComponent that I want, so I have to make this unsatisfying compromise :frowning: If anyone has some good pointers on where to start hacking away I am up for the challenge though.

Cheers

I do agree on this, it would indeed be VERY useful! (Especially non-character-based network-games would be a lot easier with it)

I think this card on the roadmap is what we want: Trello

I went ahead and created a pared down version of Character. It’s tricky because at first you want to remove the physics capsule, the mesh, and make things super simple, but a lot of the code assumes those components are there…

Anyways, yeah I would still love to see a clean implementation of a basic pawn that has the nice networking features of Character (client smoothing, combining of like movement packets, etc)

Upvote that trello card! :smiley:

You are right! Nice one, I hope this card gets some attention :slight_smile: Why was this written for characters specifically anyways? The difference between the generic pawn-solution and a character approach shouldn’t be too big (I guess)…
Thanks for assisting me here :slight_smile: