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UCharacterMovementComponent::BrakingDecelerationSwimming

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

Description

Deceleration applied while swimming when the character has no acceleration input, in centimetres per second squared.

Caveats & Gotchas

  • Only takes effect while MovementMode is MOVE_Swimming.
  • A value of 0 means the character keeps drifting at its current swim velocity indefinitely once input stops, since water friction is not otherwise modeled here.
  • This is analogous to BrakingDecelerationFalling and BrakingDecelerationFlying but applies only in the swimming movement mode.

Signature

float BrakingDecelerationSwimming;

Example

Make swimming stop quickly when input is released C++
if (UCharacterMovementComponent* MoveComp = GetCharacterMovement())
{
	MoveComp->BrakingDecelerationSwimming = 1000.0f;
}

Version History

Introduced in: 4.0

Version Status Notes
5.6 stable

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