Controlling a floating/hovering pawn from BTs

Some of the pawns in my game are hovering (floating) a bit over the ground. That “hover” feeling is achieved by using a force on the Z axis, as described in the official tutorial video. To stick to that feeling I want to control movement for these pawns also with forces on the X and Y axes. Like an Arcade version of a (small, maybe remote-controlled) plane.

Now I want to make use of Behaviour Trees for controlling these pawns. From various forum threads and questions here I saw that apparently there is no support in UE4.7 (yet) to fully control pawn movement via BTs, only for characters. It seems there might be a floating movement component coming soon for pawns, but apparently not yet in 4.7.

So I have two questions:

  1. What is the best way in current UE4 version to control pawn movement via BTs?
  2. How can I make use of forces to control pawn movement, as described above?

Thanks in advance for your help!

PS: I would prefer a Blueprint-based solution, but C++ is fine as well if that is the only option.

You are always able to write your own BT Tasks, so you could easily implemnt this yourself.

That’s true, but what about the issue with controlling movement of a pawn (instead of a character)?

Yeah I am thinking about that. I was hoping though that could be combined with pathfinding and navigation somehow …

Since you have a pretty Special case of Movement, it is probably best if you wirte you own Movement component that applies forces to your pawn, based on input on each tick.

Serious necro here, but did you ever find a way to do this? I have a very similar problem to you (pawns that move by having forces applied to them) but unfortunately no knowledge of C++.

Yeah we ended up with a custom C++ component, that sets the location of the controlled pawn directly on all three axis …