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UCharacterMovementComponent::FormerBaseVelocityDecayHalfLife

property Engine Blueprint Since unknown
#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

Version History

Introduced in: unknown

Version Status Notes
5.6 stable

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