RealDocs

UCharacterMovementComponent::CanStopPathFollowing

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

Description

Queried by the path following component to check whether it is safe to stop an in-progress path-following move right now, for example when the move is cancelled or the goal changes.

Caveats & Gotchas

  • Overrides UNavMovementComponent::CanStopPathFollowing() — returning false does not pause the move, it just tells the path follower to keep driving until a later tick allows a stop.
  • Commonly overridden to return false while falling, so AI-controlled characters don't have their velocity zeroed out mid-air when a path is aborted.
  • Not called for movement stopped via StopActiveMovement() directly — that bypasses the path-following stop check entirely.

Signature

virtual bool CanStopPathFollowing() const override

Return Type

bool

Example

Preventing a mid-air stop C++
bool UMyCharacterMovementComponent::CanStopPathFollowing() const
{
	if (IsFalling())
	{
		return false;
	}
	return Super::CanStopPathFollowing();
}

Version History

Introduced in: 4.0

Version Status Notes
5.6 stable

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