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UCharacterMovementComponent::GetCurrentAcceleration

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

Description

Returns the current acceleration vector, computed each update from player input and clamped by GetMaxAcceleration().

Caveats & Gotchas

  • Reflects input-derived acceleration only — it's not affected by AddForce() or AddImpulse(), which accumulate separately as pending forces.
  • Reads as zero while no input is applied even if the character is still moving fast (e.g. sliding to a stop), so it's not a substitute for checking Velocity.

Signature

FVector GetCurrentAcceleration() const

Return Type

FVector

Example

Drive a lean animation from acceleration C++
const FVector Accel = GetCharacterMovement()->GetCurrentAcceleration();
const float LeanAmount = FVector::DotProduct(Accel.GetSafeNormal(), GetActorRightVector());

Version History

Introduced in: 4.0

Version Status Notes
5.6 stable

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