The movement component
The movement component is the driving force behind animation. Similar to the other types of movement components, such as a vehicle's movement component, we will provide inputs, which will then communicate with other components in the backend to properly simulate animation or gear ratio changes. What this means is that other functions can also influence the pawn that has the movement component. So, if our Behavior Tree tells the AIController to focus on another pawn, the AIController will influence the direction that the pawn it possesses is facing. This means wonders for not having to explicitly tell your pawn this information.
The AIController
We previously used the AIController to move our pawns in Chapter 2, Creating Basic AI, and Chapter 3, Adding Randomness and Probability, but never took the time to understand what's happening within Unreal Engine 4 to make it happen. Having this understanding allows you to expand on movement components when, for example, you want...