UCharacterMovementComponent::DeferredUpdatedMoveComponent
#include "GameFramework/CharacterMovementComponent.h"
Access: public
Specifiers: UPROPERTY
Description
Internal failsafe storage for a pending SetUpdatedComponent() call that arrived while a movement update was already in progress; StartNewPhysics() applies it once the update finishes.
Caveats & Gotchas
- • Set by SetUpdatedComponent() as a failsafe when bMovementInProgress is true, specifically to avoid crashes from swapping the updated component mid-move; StartNewPhysics() re-applies it via SetUpdatedComponent() once movement completes.
- • Not exposed to Blueprint (bare UPROPERTY() with no EditAnywhere/BlueprintReadWrite) and isn't intended to be read or written directly from game code.
Signature
TObjectPtr<USceneComponent> DeferredUpdatedMoveComponent; Example
Where it gets set (engine internal) C++
// Inside UCharacterMovementComponent::SetUpdatedComponent
if (bMovementInProgress)
{
// Failsafe: defer the change until the current movement update finishes.
bDeferUpdateMoveComponent = true;
DeferredUpdatedMoveComponent = NewUpdatedComponent;
return;
} Tags
Version History
Introduced in: 4.0
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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