UCharacterMovementComponent::BrakingDecelerationWalking
#include "GameFramework/CharacterMovementComponent.h"
Access: public
Specifiers: UPROPERTYEditAnywhereBlueprintReadWrite
Description
Constant deceleration applied while walking when there is no input acceleration, used to bring the character to a stop.
Caveats & Gotchas
- • This is a constant opposing force, not friction — it's applied on top of GroundFriction, not a substitute for it.
- • A low value here combined with low GroundFriction is the classic cause of characters 'ice skating' to a stop instead of halting crisply.
Signature
float BrakingDecelerationWalking Example
Make the character stop crisply when input is released C++
GetCharacterMovement()->BrakingDecelerationWalking = 2048.f; Tags
Version History
Introduced in: 4.0
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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