void APawn::Internal_AddMovementInput(FVector WorldAccel, bool bForce /*=false*/) { if (bForce || !IsMoveInputIgnored()) { ControlInputVector += WorldAccel; } }
void UPawnMovementComponent::AddInputVector(FVector WorldAccel, bool bForce /*=false*/) { if (bForce || !IsMoveInputIgnored()) { ControlInputVector += WorldAccel; } }