RealDocs

UCharacterMovementComponent::CanStepUp

function Engine Since 4.0
#include "GameFramework/CharacterMovementComponent.h"
Access: public Specifiers: virtual

Description

Returns whether the character is currently allowed to step up onto the actor or component recorded in the given hit result.

Caveats & Gotchas

  • Returns false unconditionally while MovementMode is MOVE_Falling, even if the hit component would otherwise allow stepping up.
  • Delegates to UPrimitiveComponent::CanCharacterStepUp() and AActor::CanBeBaseForCharacter() — overriding this without calling those checks can let characters step onto surfaces explicitly flagged as non-steppable.

Signature

virtual bool CanStepUp(const FHitResult& Hit) const

Parameters

Name Type Description Default
Hit const FHitResult& Hit result identifying the actor/component to test.

Return Type

bool

Example

Block stepping onto tagged actors C++
bool UMyCharacterMovementComponent::CanStepUp(const FHitResult& Hit) const
{
	if (Hit.GetActor() && Hit.GetActor()->ActorHasTag(TEXT("NoStepUp")))
	{
		return false;
	}
	return Super::CanStepUp(Hit);
}

Version History

Introduced in: 4.0

Version Status Notes
5.6 stable

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