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UCharacterMovementComponent::Deactivate

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

Description

Deactivates the movement component, clearing any accumulated forces and resetting the owning character's jump state once the component is fully inactive.

Caveats & Gotchas

  • Temporarily sets NavMovementProperties.bStopMovementAbortPaths to false around the Super::Deactivate() call so in-progress paths aren't aborted, then restores it afterward.
  • Only clears accumulated forces and resets jump state if IsActive() actually returns false after Super::Deactivate() runs — a subclass override of IsActive() could prevent that.

Signature

virtual void Deactivate() override

Return Type

void

Example

Overriding Deactivate C++
void UMyCharacterMovementComponent::Deactivate()
{
    Super::Deactivate();
    if (!IsActive())
    {
        UE_LOG(LogTemp, Log, TEXT("Movement fully deactivated"));
    }
}

Version History

Introduced in: 4.0

Version Status Notes
5.6 stable

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