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Correct Way To Override CharacterMovementComponent?

I need my character to have a dynamic value for UCharacterMovementComponent::JumpZVelocity, that changes in different contexts.

The issue that I'm running into is that the ACharacter::CharacterMovement is set to private. Were that not the case, I could modify ACharacter::CharacterMovement::JumpZVelocity directly. I could implement my own custom movement controller, putting the new logic there, but I wouldn't be able to apply it to my character because, again, ACharacter::CharacterMovement is private.

I don't want to just modify ACharacter::CharacterMovement to change it from private to protected, simply to suit my needs; I'm sure that the engine has it set to private for a reason. What is the accepted way to make this change? I'm not looking to work with blueprints. Thanks!

Product Version: UE 4.13
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asked Sep 08 '16 at 04:53 AM in Using UE4

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avatar image arzatri Nov 18 '18 at 09:29 PM

this is also my problem. althou somehow in 4.19 it can be override via blueprint, but i still can't override it in C++

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