RealDocs

UCharacterMovementComponent::BrakingDecelerationFlying

property Engine Blueprint Since 4.0
#include "GameFramework/CharacterMovementComponent.h"
Access: public Specifiers: UPROPERTYEditAnywhereBlueprintReadWrite

Description

Constant deceleration applied while flying and not applying acceleration, used to bring the character to a stop.

Caveats & Gotchas

  • Only used in MOVE_Flying — has no effect on walking, falling, or swimming braking, which each have their own BrakingDeceleration* property.
  • A value of 0 means the character coasts indefinitely at whatever speed it had when input stopped, subject only to friction.

Signature

float BrakingDecelerationFlying

Example

Make flight stop crisply when input releases C++
GetCharacterMovement()->BrakingDecelerationFlying = 2000.f;

Version History

Introduced in: 4.0

Version Status Notes
5.6 stable

Feedback

Was this helpful?

Suggest an edit

Select a field above to begin editing.