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UCharacterMovementComponent::GetCharacterOwner

function Engine Blueprint Since 4.0
#include "GameFramework/CharacterMovementComponent.h"
Access: public Specifiers: UFUNCTIONBlueprintCallableconst

Description

Returns the Character that owns the UpdatedComponent this movement component is driving.

Caveats & Gotchas

  • Returns nullptr if the component isn't currently updating a capsule owned by a Character — for example when used standalone or while the owner is being destroyed.
  • This returns a cached pointer (CharacterOwner) set when the updated component changes, not a fresh Cast<ACharacter> every call — cheap to call frequently.

Signature

ACharacter* GetCharacterOwner() const

Return Type

ACharacter*

Example

Access the owning character from a custom movement mode C++
void UMyMovementComponent::PhysCustom(float DeltaTime, int32 Iterations)
{
	if (ACharacter* Owner = GetCharacterOwner())
	{
		Owner->Jump();
	}
}

Version History

Introduced in: 4.0

Version Status Notes
5.6 stable

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