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UCharacterMovementComponent::BrakingFrictionFactor

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

Description

Multiplier applied to whatever friction value is currently in effect when the character is braking (no input, or over max speed).

Caveats & Gotchas

  • Defaults to 2.0 for historical reasons — set it to 1.0 to get the physically literal drag equation instead of the engine's traditional feel.
  • Applies on top of GroundFriction or BrakingFriction depending on bUseSeparateBrakingFriction, so changing this affects stopping distance regardless of which friction source is active.

Signature

float BrakingFrictionFactor

Example

Use the literal drag equation C++
GetCharacterMovement()->BrakingFrictionFactor = 1.0f;

Version History

Introduced in: 4.0

Version Status Notes
5.6 stable

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