RealDocs

UCharacterMovementComponent::GetImpartedMovementBaseVelocity

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

Description

If the character has a movement base, returns the velocity that should be imparted from that base, such as when jumping off a moving platform.

Caveats & Gotchas

  • Only returns a nonzero result for dynamic bases (MovementBaseUtility::IsDynamicBase) — standing on static geometry always yields FVector::ZeroVector.
  • Only the axes enabled by bImpartBaseVelocityX/Y/Z are included; the others are zeroed out even if the base is moving on those axes.
  • If bImpartBaseAngularVelocity is set, tangential velocity from the base's rotation is added based on the capsule's half-height above the base — a common source of unexpected launch velocity on rotating platforms.

Signature

virtual FVector GetImpartedMovementBaseVelocity() const

Return Type

FVector

Example

Inspect base velocity before a jump C++
const FVector BaseVel = GetCharacterMovement()->GetImpartedMovementBaseVelocity();
if (!BaseVel.IsNearlyZero())
{
	UE_LOG(LogTemp, Log, TEXT("Jumping with inherited base velocity %s"), *BaseVel.ToString());
}

Version History

Introduced in: 4.0

Version Status Notes
5.6 stable

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