APawn::IsMoveInputIgnored
#include "GameFramework/Pawn.h"
Access: public
Specifiers: virtualUFUNCTIONBlueprintCallableconst
Description
Returns true if movement input is currently being ignored by this pawn. Delegates to the PlayerController's IsMoveInputIgnored() if one is present, otherwise returns false.
Caveats & Gotchas
- • For AI-controlled pawns without a PlayerController, this always returns false — AI movement is never blocked by this mechanism.
- • Movement input can be blocked by PlayerController::SetIgnoreMoveInput(), which uses a stack-based counter. Calling SetIgnoreMoveInput(true) twice requires two calls to SetIgnoreMoveInput(false) to fully re-enable movement.
Signature
virtual bool IsMoveInputIgnored() const; Return Type
bool Example
Check before applying custom movement C++
void AMyPawn::ApplyMovement(FVector Direction)
{
if (!IsMoveInputIgnored())
{
AddMovementInput(Direction, 1.0f);
}
} Version History
Introduced in: 4.0
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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