Noone on Earth have a tutorial on regular Pawn movement setup instead of CharacterPawn in BP?

So after a lot of time wasted, it seems CharacterPawns are no use to me. But I can find almost no information on setting up a regular (non-default) Pawn to behave in any way like the character pawn.

I have my Pawn moving left, right, back and forward. But even getting it to clip to the ground using traces is throwing up all kinds of trouble.

I realise the heavy work involved is exactly why there is a separate CharacterPawn. But no BP tutorials? Nothing?

For the love of all hell someone please point me towards something! :*(

Instead of using the character class for your player you want to use the pawn class? but re-implement all of the movement stuff on your own? One way you could do it is check out the source code for the character class? Sorry, I’m not 100% sure what you’re asking.

Yeah sure thing. I believe there is a PawnMovementComponent that handles some stuff but not 100%. Id recommend sticking with the Character unless it is really unusable because it’s pretty robust. Good luck!

Yeah that is what I was asking, how to take an empty Pawn and get movement, gravity, mass, acceleration etc. all set-up manually. I could have phrased it better but I was all flustered and frustrated, sorry :stuck_out_tongue:

I have resolved some of the collision issues I had with CharacterPawns so I’m going to go ahead with that for now, I’ll get back to setting up a pawn from scratch some other time.

Still surprised there is so little written tutorials on blank Pawn set-up tho. I guess it’s either just too much work or too many different ways to approach it :smiley:

Thanks for your suggestion tho! :slight_smile: