UCharacterMovementComponent
Inherits: UObjectBase › UObjectBaseUtility › UObject › UActorComponent › USceneComponent › UMovementComponent › UNavMovementComponent › UPawnMovementComponent › UCharacterMovementComponent
#include "GameFramework/CharacterMovementComponent.h" Description
The movement component used by ACharacter. Handles walking, falling, swimming, flying, crouching, and jumping, with built-in network prediction support.
Caveats & Gotchas
- • Access it via ACharacter::GetCharacterMovement() — do not add it manually, ACharacter creates one automatically.
- • All movement parameters (MaxWalkSpeed, JumpZVelocity, etc.) are replicated-friendly but must be set on the server or using RPC patterns for authoritative movement.
- • Custom movement modes can be added by overriding PhysCustom() — but this requires understanding the movement simulation loop.
Example
Modify walk speed at runtime C++
GetCharacterMovement()->MaxWalkSpeed = 600.f; Functions (5)
Utility 2 ▼
| Access | Type | Name |
|---|---|---|
| public | function | UCharacterMovementComponent::IsFalling |
| public | function | UCharacterMovementComponent::Launch |
CharacterMovement 2 ▼
| Access | Type | Name |
|---|---|---|
| public | function | UCharacterMovementComponent::AddImpulse |
| public | function | UCharacterMovementComponent::SetMovementMode |
Movement 1 ▼
| Access | Type | Name |
|---|---|---|
| public | function | UCharacterMovementComponent::IsMovingOnGround |
Properties
| Access | Type | Name |
|---|---|---|
| public | property | UCharacterMovementComponent::JumpZVelocity |
| public | property | UCharacterMovementComponent::MaxWalkSpeed |
See Also
Tags
Version History
Introduced in: 4.0
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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