UCharacterMovementComponent::FormerBaseVelocityDecayHalfLife
#include "GameFramework/CharacterMovementComponent.h"
Access: public
Specifiers: UPROPERTY(Category = "RootMotion", EditAnywhere, BlueprintReadWrite)
Description
Controls how quickly a character retains the velocity of a moving object it just fell off while a root motion override is active, expressed as a half-life in seconds.
Caveats & Gotchas
- • 0 (the default) means former base velocity is ignored entirely — it must be set to a positive value or -1 to have any effect.
- • -1 disables decay entirely, meaning the former base's velocity is retained indefinitely rather than decaying.
- • Only takes effect when a root motion source override is falling off a moving base; it has no effect on ordinary (non-root-motion) falling movement.
Signature
UPROPERTY(Category = "RootMotion", EditAnywhere, BlueprintReadWrite)
float FormerBaseVelocityDecayHalfLife = 0.f; Example
Give characters a brief carry-over of platform velocity when falling C++
CharacterMovementComponent->FormerBaseVelocityDecayHalfLife = 0.25f; // Half of the platform's velocity is lost every 0.25s See Also
Tags
Version History
Introduced in: unknown
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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