UCharacterMovementComponent::GetMaxBrakingDeceleration
#include "GameFramework/CharacterMovementComponent.h"
Access: public
Specifiers: UFUNCTIONBlueprintCallablevirtual
Description
Returns the maximum deceleration for the current state when braking, i.e. when there is no acceleration input.
Caveats & Gotchas
- • Selects between BrakingDecelerationWalking, BrakingDecelerationFalling, BrakingDecelerationSwimming, and BrakingDecelerationFlying based on MovementMode — changing MaxAcceleration alone has no effect on braking.
- • Returns 0 for MOVE_Custom and MOVE_None, so custom movement modes must override this or the character simply won't decelerate when input stops.
Signature
virtual float GetMaxBrakingDeceleration() const Return Type
float Example
Use in a custom deceleration curve C++
const float Braking = GetCharacterMovement()->GetMaxBrakingDeceleration();
const float StopTime = GetVelocity().Size() / FMath::Max(Braking, 1.f); Tags
Version History
Introduced in: 4.0
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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