Setting up swimming character

Add socket to mesh
- the system uses an Actor in witch is located the pontoon of the buoyancy component that it is used to do useful calculations and change swimming behaviors.
- this actor is attached to a socket named “root_pontoon”
- (I use an actor for 2 reasons, 1 we need a way to trigger the initial overlap on begin play 2 we can’t attach pontoon to the mesh)
- I usually add the socket in the upper body, or spine bone.


AC_CharacterMovementExtension
In the char movement extension, there are swimming settings that we need to modify for each character class:
Use or create a child Blueprint from A_Pontoon

- The pontoon radius needs to correspond to the size of the character’s body.
so you might need to change in A_Pontoon radius settings for both capsule collision and Pontoon radius based on the dimension of the character.

- in the A_pontoon there is a buoyancy component in there is a structure where we can set the pontoon settings called “Buoyancy Data”
