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UCharacterMovementComponent

class Engine Blueprint Since 4.0
#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

Version History

Introduced in: 4.0

Version Status Notes
5.6 stable

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