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APawn::IsMoveInputIgnored

function Engine Blueprint Since 4.0
#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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