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