APawn::GetVelocity
#include "GameFramework/Pawn.h"
Access: public
Specifiers: virtualoverride
Description
Returns the pawn's current velocity vector in world space. Overrides AActor::GetVelocity() to query the movement component when available, falling back to the root component's physics velocity.
Caveats & Gotchas
- • If the pawn has a UPawnMovementComponent, the velocity is read from that component's Velocity property — it is not derived from the root component's physics state, so they may differ if you manipulate physics directly.
- • On simulated proxy clients the velocity is replicated via PostNetReceiveVelocity(), so there may be a small lag compared to the server authoritative value; for smooth visuals, use the movement component's replicated velocity or interpolate.
Signature
ENGINE_API virtual FVector GetVelocity() const override; Return Type
FVector Example
Check if the pawn is moving C++
FVector Vel = GetVelocity();
if (Vel.SizeSquared() > FMath::Square(10.f))
{
// Pawn is moving — play footstep audio, etc.
} Tags
Version History
Introduced in: 4.0
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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