UCharacterMovementComponent::GetMovementBase
#include "GameFramework/CharacterMovementComponent.h"
Access: public
Specifiers: UFUNCTIONBlueprintCallable
Description
Returns the primitive component the character is currently standing on, or null if not based on anything.
Caveats & Gotchas
- • Simply forwards to CharacterOwner->GetMovementBase() — returns null if CharacterOwner isn't set, not only when there's no base.
- • The base is actively tracked while walking; during other movement modes (Falling, Flying, Swimming) it may still reflect the last ground contact rather than 'nothing'.
Signature
UPrimitiveComponent* GetMovementBase() const Return Type
UPrimitiveComponent* Example
Check what the character is standing on C++
if (UPrimitiveComponent* Base = GetCharacterMovement()->GetMovementBase())
{
UE_LOG(LogTemp, Log, TEXT("Standing on %s"), *Base->GetName());
} Tags
Version History
Introduced in: 4.0
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
Feedback
Was this helpful?