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UCharacterMovementComponent::CurrentFloor

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

Description

Cached information about the floor the character is currently standing on — walkability, impact normal, and hit result — updated only during Walking movement.

Caveats & Gotchas

  • Not updated for other movement modes (falling, flying, swimming); stale data from the last walking update persists until walking resumes.
  • VisibleInstanceOnly — it can be inspected per-instance in the editor but not edited, since the engine overwrites it every walking tick.

Signature

FFindFloorResult CurrentFloor

Example

Check the current floor's walkability C++
const FFindFloorResult& Floor = GetCharacterMovement()->CurrentFloor;
if (Floor.IsWalkableFloor())
{
	UE_LOG(LogTemp, Log, TEXT("Standing on a walkable floor at %s"), *Floor.HitResult.ImpactPoint.ToString());
}

Version History

Introduced in: 4.0

Version Status Notes
5.6 stable

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