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UCharacterMovementComponent::DeferredUpdatedMoveComponent

property Engine Since 4.0
#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;
}

Version History

Introduced in: 4.0

Version Status Notes
5.6 stable

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