ApplyControlInputToVelocity() gets called two times on CustomFloatingPawnMovementComponent

Hi :slight_smile:

I was checking how the Velocity Vector gets computed during the ApplyControlInputToVelocity() on the main Tick function on the FloatingMovementComponent, and noticed that it always zeroes velocity after being called.

So, just figured that the above function gets called twice per Tick, so the tick logs the second time changed valued of velocity which is always zero. I imagine that has to do with some inner workings of the engine to get everything solved, physics, movement, on the same moment.

However, I don’t know how it gets called twice, since it is an override from the FloatingMovementComponent on MyCustomFloatingMovementComponent. Can someone explain that?

Trying to grasp how velocity works for pawns and movement here. Hopefully this is meaningful.

Code is just basic from default parent component class, i can post if needed.

Thanks

It Just Happens that the Super::Tick call is already calling ApplyControlInputToVelocity(). So Question Answered.