APawn::CanBeBaseForCharacter
#include "GameFramework/Pawn.h"
Access: public
Specifiers: virtualoverride
Description
Returns whether this pawn can act as a standing surface (movement base) for another pawn or character. Defers to the RootComponent's CanCharacterStepUpOn setting when it is explicitly Yes or No, otherwise falls back to the default AActor behaviour.
Caveats & Gotchas
- • The result depends on the RootComponent's CanCharacterStepUpOn property (ECB_Yes, ECB_No, or ECB_Owner) — if it is set to ECB_Owner, the function calls Super::CanBeBaseForCharacter() which checks the actor's CanCharacterStepUpOn flag.
- • A vehicle or moving pawn that should carry passengers must set its root primitive's CanCharacterStepUpOn to ECB_Yes, otherwise characters will slide off instead of riding it.
Signature
ENGINE_API virtual bool CanBeBaseForCharacter(APawn* APawn) const override; Parameters
| Name | Type | Description | Default |
|---|---|---|---|
| APawn | APawn* | The pawn that wants to use this actor as a movement base. | — |
Return Type
bool Example
Make a pawn always walkable as a base C++
// In your pawn's constructor, allow characters to stand on it:
GetRootPrimitiveComponent()->CanCharacterStepUpOn = ECB_Yes;
// Or override the function directly for conditional logic:
bool AMyVehiclePawn::CanBeBaseForCharacter(APawn* OtherPawn) const
{
return bAllowPassengers;
} Tags
Version History
Introduced in: 4.0
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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