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UCharacterMovementComponent::GetLastUpdateLocation

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

Description

Returns the UpdatedComponent's world location as recorded at the end of the most recent movement update.

Caveats & Gotchas

  • Reflects the position after the last completed movement tick, not the component's live position if something moved it since (a physics push, teleport, or attachment change).
  • Commonly read in networked prediction code to compare against replicated values without triggering another movement pass.

Signature

FVector GetLastUpdateLocation() const

Return Type

FVector

Example

Compare against the component's current location C++
const FVector LastLoc = GetCharacterMovement()->GetLastUpdateLocation();
const FVector CurrentLoc = GetActorLocation();
const bool bMovedExternally = !LastLoc.Equals(CurrentLoc, 1.0f);

Version History

Introduced in: 4.0

Version Status Notes
5.6 stable

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