UCharacterMovementComponent::GetImpartedMovementBaseVelocity
#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());
} Tags
Version History
Introduced in: 4.0
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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