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UCharacterMovementComponent::BrakingDecelerationWalking

property Engine Blueprint Since 4.0
#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;

Version History

Introduced in: 4.0

Version Status Notes
5.6 stable

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