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APawn::GetPendingMovementInputVector

function Engine Blueprint Since 4.0
#include "GameFramework/Pawn.h"
Access: public Specifiers: UFUNCTIONBlueprintCallableconst

Description

Returns the accumulated movement input vector that has not yet been consumed by a movement update. This reflects the current frame's accumulated calls to AddMovementInput.

Caveats & Gotchas

  • This value is zeroed out by ConsumeMovementInputVector(), which is called by PawnMovementComponent during its update. Reading it after the movement component ticks will return zero for that frame.
  • The vector is not normalized — multiple calls to AddMovementInput in one frame accumulate. Check magnitude before using as a direction to avoid division-by-zero.

Signature

FVector GetPendingMovementInputVector() const;

Return Type

FVector

Example

Read pending input in a custom movement tick C++
void AMyPawn::TickMovement(float DeltaTime)
{
	FVector Input = GetPendingMovementInputVector();
	if (!Input.IsNearlyZero())
	{
		Input = Input.GetSafeNormal();
		SetActorLocation(GetActorLocation() + Input * MoveSpeed * DeltaTime);
		ConsumeMovementInputVector(); // Clear after consuming
	}
}

Version History

Introduced in: 4.0

Version Status Notes
5.6 stable

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