UCharacterMovementComponent::GetActorFeetLocation
#include "GameFramework/CharacterMovementComponent.h"
Access: public
Specifiers: virtualconstoverride
Description
Returns the location of the character's feet — the base of the collision capsule — rather than the capsule's center, which is what GetActorLocation() returns.
Caveats & Gotchas
- • Overrides UNavMovementComponent's version; it computes the location from the current capsule half-height rather than caching it, so it's cheap but not free to call every frame in tight loops.
- • Used internally by the navigation system (e.g. path following, nav floor projection) to reason about ground contact instead of the capsule's origin.
- • Not the same as the floor impact point from a floor sweep — this is a fixed offset below the actor's location based on capsule half-height, regardless of actual ground contact.
Signature
virtual FVector GetActorFeetLocation() const override; Return Type
FVector Example
Getting the ground-contact point for effects C++
void AMyCharacter::SpawnFootstepDecal()
{
if (UCharacterMovementComponent* MoveComp = GetCharacterMovement())
{
const FVector FeetLocation = MoveComp->GetActorFeetLocation();
// Use FeetLocation to spawn a decal or particle at ground level.
}
} Version History
Introduced in: 4.0
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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