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!
asked Sep 08 '16 at 04:53 AM in Using UE4
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