UCharacterMovementComponent::AdjustFloorHeight
#include "GameFramework/CharacterMovementComponent.h"
Access: public
Specifiers: virtual
Description
Nudges the character vertically to maintain a small offset above the current floor (CurrentFloor) after a walking move, keeping the capsule from resting exactly on or penetrating the floor.
Caveats & Gotchas
- • Does nothing if CurrentFloor.IsWalkableFloor() is false — it only adjusts height when there's a valid walkable floor result to adjust toward.
- • Aborts without adjusting if the floor result came from a line trace with a small floor distance while the sweep distance was already at least MIN_FLOOR_DIST, since applying the adjustment in that case could scale an unwalkable wall.
- • Called internally at the end of PhysWalking each iteration; calling it manually outside that context relies on CurrentFloor already being up to date from a prior floor check.
Signature
virtual void AdjustFloorHeight() Return Type
void Example
Reacting to floor height adjustments C++
void UMyCharacterMovementComponent::AdjustFloorHeight()
{
Super::AdjustFloorHeight();
OnFloorHeightAdjusted.Broadcast(CurrentFloor.FloorDist);
} See Also
Tags
Version History
Introduced in: 4.0
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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