| public | property | UCharacterMovementComponent::AirControl | Amount of lateral movement control available while falling, from 0 (no control) to 1 (full control at MaxWalkSpeed). |
| public | property | UCharacterMovementComponent::AirControlBoostMultiplier | Multiplier applied to AirControl while falling when lateral speed is below AirControlBoostVelocityThreshold, giving extra control at low speed. |
| public | property | UCharacterMovementComponent::AirControlBoostVelocityThreshold | Lateral speed threshold below which AirControl is multiplied by AirControlBoostMultiplier. |
| public | property | UCharacterMovementComponent::AvoidanceConsiderationRadius | Radius around the character used by the RVO avoidance system to decide which nearby agents to consider when steering around them. |
| public | property | UCharacterMovementComponent::AvoidanceGroup | Group mask identifying which avoidance group this character belongs to, used together with GroupsToAvoid and GroupsToIgnore to filter RVO neighbors. |
| public | property | UCharacterMovementComponent::AvoidanceUID | Unique identifier assigned by the avoidance manager when this component registers for RVO avoidance. |
| public | property | UCharacterMovementComponent::AvoidanceWeight | Relative priority this character gives its own path versus yielding to other agents in RVO avoidance calculations. |
| public | property | UCharacterMovementComponent::BrakingDecelerationFalling | Lateral deceleration applied while falling and not applying acceleration. |
| public | property | UCharacterMovementComponent::BrakingDecelerationFlying | Constant deceleration applied while flying and not applying acceleration, used to bring the character to a stop. |
| public | property | UCharacterMovementComponent::BrakingDecelerationSwimming | Deceleration applied while swimming when the character has no acceleration input, in centimetres per second squared. |
| public | property | UCharacterMovementComponent::BrakingDecelerationWalking | Constant deceleration applied while walking when there is no input acceleration, used to bring the character to a stop. |
| public | property | UCharacterMovementComponent::BrakingFriction | Friction coefficient used specifically for braking (stopping), separate from the friction used during normal movement. |
| public | property | UCharacterMovementComponent::BrakingFrictionFactor | Multiplier applied to whatever friction value is currently in effect when the character is braking (no input, or over max speed). |
| public | property | UCharacterMovementComponent::BrakingSubStepTime | Time slice used when substepping the braking friction calculation. |
| public | property | UCharacterMovementComponent::Buoyancy | Ratio controlling how much a character floats while swimming. |
| public | property | UCharacterMovementComponent::CrouchedHalfHeight deprecated | Capsule half-height to use while the character is crouched, before any component scale is applied. |
| public | property | UCharacterMovementComponent::CurrentFloor | Cached information about the floor the character is currently standing on — walkability, impact normal, and hit result — updated only during Walking movement. |
| public | property | UCharacterMovementComponent::CustomMovementMode | The active custom sub-mode when MovementMode is set to MOVE_Custom. |
| public | property | UCharacterMovementComponent::DefaultLandMovementMode | Movement mode a Character starts with, or reverts to, when not in water — applied at player start and after teleporting. |
| public | property | UCharacterMovementComponent::DefaultWaterMovementMode | Movement mode a Character starts with, or reverts to, when inside a water volume — applied at player start and after teleporting. |
| public | property | UCharacterMovementComponent::DeferredUpdatedMoveComponent | Internal failsafe storage for a pending SetUpdatedComponent() call that arrived while a movement update was already in progress; StartNewPhysics() applies it once the update finishes. |
| public | property | UCharacterMovementComponent::FallingLateralFriction | Friction applied to horizontal movement while falling, slowing lateral velocity over time. |
| public | property | UCharacterMovementComponent::FormerBaseVelocityDecayHalfLife | Controls how quickly a character retains the velocity of a moving object it just fell off while a root motion override is active, expressed as a half-life in seconds. |
| public | property | UCharacterMovementComponent::GravityScale | Multiplier applied to gravity for this character. |
| public | property | UCharacterMovementComponent::GroundFriction | Friction applied while walking on the ground, controlling how quickly the character changes direction and how much it slides. |
| public | property | UCharacterMovementComponent::GroupsToAvoid | Mask of avoidance groups this character will actively steer around when using RVO avoidance. |
| public | property | UCharacterMovementComponent::GroupsToIgnore | Mask of avoidance groups this character will not avoid, even if those groups also appear in GroupsToAvoid. |
| public | property | UCharacterMovementComponent::InitialPushForceFactor | Impulse strength applied to a physics object the instant this character first bumps into it while blocked. |
| public | property | UCharacterMovementComponent::JumpOffJumpZFactor | Fraction of JumpZVelocity applied when the character is automatically pushed off a base actor it isn't allowed to stand on. |
| public | property | UCharacterMovementComponent::JumpOutOfWaterPitch | Control pitch angle, in degrees, at or above which the character automatically jumps when exiting water. |
| public | property | UCharacterMovementComponent::JumpZVelocity | The instantaneous vertical velocity applied to the character when a jump begins. |
| public | property | UCharacterMovementComponent::LastUpdateRequestedVelocity | The path-following requested velocity that was consumed during the most recent movement update. |
| public | property | UCharacterMovementComponent::LedgeCheckThreshold | Used to determine whether the character is going off a ledge. |
| public | property | UCharacterMovementComponent::ListenServerNetworkSimulatedSmoothLocationTime | Same as NetworkSimulatedSmoothLocationTime, but used only when the local machine is running as a Listen Server rather than a dedicated server or pure client. |
| public | property | UCharacterMovementComponent::ListenServerNetworkSimulatedSmoothRotationTime | Same as NetworkSimulatedSmoothRotationTime, but used only when the local machine is running as a Listen Server rather than a dedicated server or pure client. |
| public | property | UCharacterMovementComponent::Mass | Mass of the character's pawn, used to compute the momentum/force it imparts onto objects it interacts with physically. |
| public | property | UCharacterMovementComponent::MaxAcceleration | Maximum rate of change of velocity for the character, controlling how quickly it speeds up or changes direction. |
| public | property | UCharacterMovementComponent::MaxCustomMovementSpeed | Caps ground speed while the component is in a user-defined Custom movement mode (MOVE_Custom). |
| public | property | UCharacterMovementComponent::MaxDepenetrationWithGeometry | Maximum distance simulated proxies are allowed to depenetrate per step when resolving overlaps with world geometry, as opposed to other pawns. |
| public | property | UCharacterMovementComponent::MaxDepenetrationWithGeometryAsProxy | Maximum depenetration distance applied to overlaps with world geometry (not Pawns) specifically when the character is a simulated proxy, used instead of MaxDepenetrationWithGeometry in that case. |
| public | property | UCharacterMovementComponent::MaxDepenetrationWithPawn | Maximum distance the locally controlled or autonomous character is allowed to depenetrate per step when resolving overlaps with other Pawns. |
| public | property | UCharacterMovementComponent::MaxDepenetrationWithPawnAsProxy | Maximum distance a simulated proxy is allowed to depenetrate per step when overlapping other Pawns, kept intentionally small so local correction doesn't fight the server-authoritative position. |
| public | property | UCharacterMovementComponent::MaxFlySpeed | Maximum ground speed while the character is in Flying movement mode. |
| public | property | UCharacterMovementComponent::MaxJumpApexAttemptsPerSimulation | Maximum number of attempts, per simulation tick, to precisely resolve the jump apex when falling movement reaches the top of its arc. |
| public | property | UCharacterMovementComponent::MaxOutOfWaterStepHeight | Maximum height of a ledge, in centimetres, that a swimming character can climb onto when exiting water. |
| public | property | UCharacterMovementComponent::MaxSimulationIterations | Maximum number of discrete substeps used per movement simulation tick, for modes like falling and walking that break large time deltas into smaller pieces. |
| public | property | UCharacterMovementComponent::MaxSimulationTimeStep | Maximum time delta allowed for a single discrete simulation step in movement modes that break up large frame times, such as falling and walking. |
| public | property | UCharacterMovementComponent::MaxStepHeight | Maximum height, in centimetres, of a ledge or step the character can walk up automatically without jumping. |
| public | property | UCharacterMovementComponent::MaxSwimSpeed | The maximum speed the character can reach while swimming, in centimetres per second. |
| public | property | UCharacterMovementComponent::MaxTouchForce | Upper bound on the force applied to physics objects the character touches, computed from TouchForceFactor. |
| public | property | UCharacterMovementComponent::MaxWalkSpeed | The maximum ground speed in cm/s when walking. |
| public | property | UCharacterMovementComponent::MaxWalkSpeedCrouched | Maximum ground speed while the character is crouched, capping movement speed independently of MaxWalkSpeed. |
| public | property | UCharacterMovementComponent::MinAnalogWalkSpeed | The ground speed the character accelerates toward when analog input, such as a gamepad stick, is at minimum non-zero tilt, preventing overly slow walking from small stick deflections. |
| public | property | UCharacterMovementComponent::MinTouchForce | Lower bound on the force applied to physics objects the character touches, computed from TouchForceFactor. |
| public | property | UCharacterMovementComponent::MovementMode | The character's current movement mode — walking, falling, flying, swimming, or a custom mode. |
| public | property | UCharacterMovementComponent::NavMeshProjectionHeightScaleDown | Scale of the capsule's total height used for the downward trace distance when projecting a NavWalking character from the nav mesh down onto the underlying geometry. |
| public | property | UCharacterMovementComponent::NavMeshProjectionHeightScaleUp | Scale of the capsule's total height used to start the upward trace when projecting a NavWalking character from the nav mesh down onto the underlying geometry. |
| public | property | UCharacterMovementComponent::NavMeshProjectionInterpSpeed | Speed at which the visual capsule offset interpolates toward the newly traced nav mesh projection between raycasts. |
| public | property | UCharacterMovementComponent::NavMeshProjectionInterval | Sets how often, in seconds, NavWalking characters raycast from the nav mesh down to the underlying geometry to keep their visual position matched to the floor. |
| public | property | UCharacterMovementComponent::NavMeshProjectionTimer | Internal countdown timer that tracks when the next NavMesh-to-geometry projection raycast should fire while NavWalking. |
| public | property | UCharacterMovementComponent::NavWalkingFloorDistTolerance | Amount of allowed disagreement, in centimetres, between the server's and client's idea of ground height while a character is in NavWalking mode before a correction is applied. |
| public | property | UCharacterMovementComponent::NetProxyShrinkHalfHeight | Shrinks a simulated proxy's collision capsule half-height by this amount, compensating for network rounding error that could otherwise cause the proxy to visibly encroach into geometry. |
| public | property | UCharacterMovementComponent::NetProxyShrinkRadius | Shrinks a simulated proxy's collision capsule radius by this amount, compensating for network rounding error that could otherwise cause the proxy to visibly encroach into geometry. |
| public | property | UCharacterMovementComponent::NetworkLargeClientCorrectionDistance | Position error threshold beyond which the server treats a client's drift as a large correction, triggering the tighter NetworkMinTimeBetweenClientAdjustmentsLargeCorrection throttle instead of the normal one. |
| public | property | UCharacterMovementComponent::NetworkMaxSmoothUpdateDistance | Maximum distance a character is allowed to lag behind its true server location while smoothly interpolating toward network position updates. |
| public | property | UCharacterMovementComponent::NetworkMinTimeBetweenClientAckGoodMoves | Minimum time in seconds the server waits between acknowledging good (unmodified) client moves, used to reduce the bandwidth spent on move acks. |
| public | property | UCharacterMovementComponent::NetworkMinTimeBetweenClientAdjustments | Minimum time in seconds the server waits between sending correction adjustments to a client whose position has drifted beyond the allowed error, used to save bandwidth. |
| public | property | UCharacterMovementComponent::NetworkMinTimeBetweenClientAdjustmentsLargeCorrection | Minimum time in seconds between sending client corrections when the position error exceeds NetworkLargeClientCorrectionDistance, letting large errors be corrected more frequently than small ones. |
| public | property | UCharacterMovementComponent::NetworkNoSmoothUpdateDistance | Distance beyond which a character is teleported directly to its corrected server location instead of continuing to smoothly interpolate toward it. |
| public | property | UCharacterMovementComponent::NetworkSimulatedSmoothLocationTime | Time in seconds to smoothly interpolate a simulated proxy's position from its old client-side location to the corrected position sent by the server. |
| public | property | UCharacterMovementComponent::NetworkSimulatedSmoothRotationTime | Time in seconds to smoothly interpolate a simulated proxy's rotation from its old client-side orientation to the corrected orientation sent by the server. |
| public | property | UCharacterMovementComponent::NetworkSmoothingMode | Controls how simulated proxies interpolate between server-corrected positions on the network — Disabled, Linear, or Exponential. |
| public | property | UCharacterMovementComponent::OldBaseLocation | Stores the world-space location of the object the character was standing on as of the last base update, so UpdateBasedMovement() can detect whether the base moved this frame. |
| protected | property | UCharacterMovementComponent::OldBaseQuat | Cached rotation of the movement base from the previous frame, used by UpdateBasedMovement() to detect whether the base moved or rotated since the last update. |
| public | property | UCharacterMovementComponent::OutofWaterZ | Upward velocity, in centimetres per second, applied to the character when it climbs out of water onto solid ground. |
| public | property | UCharacterMovementComponent::PendingLaunchVelocity | Temporarily holds the velocity requested by LaunchCharacter() until it's applied at the end of the current movement update. |
| public | property | UCharacterMovementComponent::PerchAdditionalHeight | Extra distance added to MaxStepHeight when determining how high above a walkable floor the character can perch, letting it hang slightly further off an edge. |
| public | property | UCharacterMovementComponent::PerchRadiusThreshold | Minimum distance a walkable surface's edge must be from the capsule's contact point for the character to be allowed to perch there rather than fall off. |
| public | property | UCharacterMovementComponent::PostPhysicsTickFunction | The tick function object that drives PostPhysicsTickComponent, run after the physics scene has finished simulating for the frame. |
| public | property | UCharacterMovementComponent::PushForceFactor | Force continuously applied to a physics object while this character remains blocked against it. |
| public | property | UCharacterMovementComponent::PushForcePointZOffsetFactor | Vertical offset, as a fraction of the target object's height, for where push forces are applied. |
| public | property | UCharacterMovementComponent::RepulsionForce | Force per kilogram of mass applied continuously to every physics component currently overlapping the character, pushing them apart. |
| public | property | UCharacterMovementComponent::RequestedVelocity | Velocity requested by path following (e. |
| public | property | UCharacterMovementComponent::RotationRate | Change in rotation per second applied when bUseControllerDesiredRotation or bOrientRotationToMovement is enabled. |
| public | property | UCharacterMovementComponent::ServerCorrectionRootMotion | Holds the root motion source group received from the server that is used to correct the client's CurrentRootMotion during a network correction. |
| public | property | UCharacterMovementComponent::StandingDownwardForceScale | Multiplier applied to the downward force this character exerts on physics objects it stands on, derived from the character's Mass and gravity. |
| public | property | UCharacterMovementComponent::StayBasedInAirHeight | How high above the movement base a character can rise while jumping before it's no longer considered based, when bStayBasedInAir is true. |
| public | property | UCharacterMovementComponent::TouchForceFactor | Force applied to any physics object the character touches while moving, scaled by the character's current speed. |
| public | property | UCharacterMovementComponent::bBaseOnAttachmentRoot | When enabled, a character based on an object stays based on that object's attachment root component instead of the specific component it was traced against. |
| public | property | UCharacterMovementComponent::bBasedMovementIgnorePhysicsBase | When enabled, UpdateBasedMovement ignores collision with actors that are part of the character's current MovementBase, if that base is simulated by physics. |
| public | property | UCharacterMovementComponent::bStayBasedInAir | When true, keeps the character considered based on the object it was standing on while jumping, instead of immediately becoming unbased. |