AActor::CanBeBaseForCharacter
#include "GameFramework/Actor.h"
Access: public
Specifiers: virtual
Description
Returns whether the given pawn is allowed to walk on (be based on) this actor. Override to implement custom walkability logic per-actor.
Caveats & Gotchas
- • The default implementation returns true for all actors. Returning false here does not prevent collision — it only prevents the character movement system from treating this actor as a valid movement base, so velocity inheritance and base tracking won't apply.
- • This is called by the character movement component, not by the physics engine. A pawn can still physically stand on the actor's geometry even if this returns false; the difference is that moving-platform velocity inheritance will not apply.
Signature
virtual bool CanBeBaseForCharacter(class APawn* Pawn) const Parameters
| Name | Type | Description | Default |
|---|---|---|---|
| Pawn | class APawn* | The pawn requesting to use this actor as its movement base. | — |
Return Type
bool Example
Prevent characters from riding a specific platform C++
bool ASlipperyPlatform::CanBeBaseForCharacter(APawn* Pawn) const
{
// Characters cannot gain velocity from this platform
return false;
} See Also
Tags
Version History
Introduced in: 4.0
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
Feedback
Was this helpful?