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ACharacter::GetMovementBase

function Engine Since 4.0
#include "GameFramework/Character.h"
Access: public Specifiers: virtualoverride

Description

Returns the primitive component the character is currently standing on (its movement base). Returns nullptr when the character is airborne or has no base.

Caveats & Gotchas

  • This function is marked final — you cannot override it in subclasses. Use SetBase() or listen to BaseChange() if you need to react to base changes.
  • On simulated proxies, the base may not have resolved yet if it references a component that hasn't streamed in — check FBasedMovementInfo::IsBaseUnresolved() if you need to distinguish between 'no base' and 'base pending'.

Signature

virtual UPrimitiveComponent* GetMovementBase() const override final { return BasedMovement.MovementBase; }

Return Type

UPrimitiveComponent*

Example

Check if standing on a moving platform C++
UPrimitiveComponent* Base = GetMovementBase();
if (Base && Base->IsSimulatingPhysics())
{
    // Character is on a simulated physics object
}

Version History

Introduced in: 4.0

Version Status Notes
5.6 stable

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