UCharacterMovementComponent::BeginPlay
#include "GameFramework/CharacterMovementComponent.h"
Access: public
Specifiers: virtualoverride
Description
Initializes movement-simulation state (such as cached navigation and prediction data) once the component's owning actor has begun play.
Caveats & Gotchas
- • Overriding this without calling Super::BeginPlay() skips initialization the movement simulation relies on (e.g. network prediction data setup), causing subtle movement or replication bugs rather than an obvious crash.
- • Runs after UActorComponent::BeginPlay() and before the first TickComponent() call, so anything that depends on UpdatedComponent/CharacterOwner being fully set up is safe to use here.
Signature
virtual void BeginPlay() override Return Type
void Example
Overriding BeginPlay on a movement component subclass C++
void UMyCharacterMovementComponent::BeginPlay()
{
Super::BeginPlay();
// Custom per-play initialization here
} See Also
Version History
Introduced in: 4.0
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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