APawn::Internal_GetPendingMovementInputVector
#include "GameFramework/Pawn.h"
Access: public
Specifiers: inline
Description
Returns the raw ControlInputVector without consuming it. This is the direct accessor for the protected member that accumulates AddMovementInput calls, intended for PawnMovementComponent internals.
Caveats & Gotchas
- • Reading the vector via this function does not clear it. Only Internal_ConsumeMovementInputVector() (or ConsumeMovementInputVector()) resets the accumulator to zero. If you read this in multiple places per frame you will see the same accumulated value each time.
- • The public equivalent GetPendingMovementInputVector() is a UFUNCTION exposed to Blueprint. Prefer that function from game code; this internal version is intended for movement component implementers.
- • The value is in world space and is not normalized — it may have magnitude greater than 1 if multiple AddMovementInput calls were made in the same frame.
Signature
inline FVector Internal_GetPendingMovementInputVector() const { return ControlInputVector; } Return Type
FVector Example
Inspect pending input in a custom movement component before consuming C++
void UMyMovementComponent::TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction)
{
Super::TickComponent(DeltaTime, TickType, ThisTickFunction);
const FVector PendingInput = PawnOwner->Internal_GetPendingMovementInputVector();
if (!PendingInput.IsNearlyZero())
{
FVector ConsumedInput = PawnOwner->Internal_ConsumeMovementInputVector();
ApplyMovement(ConsumedInput, DeltaTime);
}
} See Also
Version History
Introduced in: 4.0
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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