UCharacterMovementComponent::BrakingFrictionFactor
#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; Tags
Version History
Introduced in: 4.0
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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