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UCharacterMovementComponent::BrakingSubStepTime

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

Description

Time slice used when substepping the braking friction calculation. Smaller values increase accuracy at a small performance cost.

Caveats & Gotchas

  • Clamped in the editor between 0.0166 and 0.05 seconds (roughly 20-60 substeps per second) via the property's ClampMin/ClampMax metadata.
  • Only affects the braking calculation's internal substepping, not the overall movement simulation's iteration count (see MaxSimulationTimeStep/MaxSimulationIterations for that).

Signature

float BrakingSubStepTime

Example

Tighten braking substep accuracy C++
GetCharacterMovement()->BrakingSubStepTime = 0.02f;

Version History

Introduced in: 4.0

Version Status Notes
5.6 stable

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