UCharacterMovementComponent::ApplyWorldOffset
#include "GameFramework/CharacterMovementComponent.h"
Access: public
Specifiers: virtualoverride
Description
Shifts internal movement-tracking state (OldBaseLocation, LastUpdateLocation, and any saved client moves) by the given offset when the world origin is rebased.
Caveats & Gotchas
- • Only adjusts saved client moves for locally controlled autonomous proxies; simulated proxies and the server rely on other replication paths to stay in sync.
- • You should not call this directly — it's invoked automatically by the engine's origin-rebasing system via UActorComponent::ApplyWorldOffset when the world origin shifts.
Signature
virtual void ApplyWorldOffset(const FVector& InOffset, bool bWorldShift) override Parameters
| Name | Type | Description | Default |
|---|---|---|---|
| InOffset | const FVector& | World-space offset being applied to shift the origin. | — |
| bWorldShift | bool | True when this call is part of a full world origin shift. | — |
Return Type
void Example
Tracking a custom location through origin shifts C++
void UMyCharacterMovementComponent::ApplyWorldOffset(const FVector& InOffset, bool bWorldShift)
{
Super::ApplyWorldOffset(InOffset, bWorldShift);
CustomTrackedLocation += InOffset;
} See Also
Tags
Version History
Introduced in: 4.0
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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