UCharacterMovementComponent::GetPathFollowingBrakingDistance
#include "GameFramework/CharacterMovementComponent.h"
Access: public
Specifiers: virtualoverride
Description
Returns the distance before the path-following destination at which the path follower should start braking, so the character comes to a stop at the goal instead of overshooting it.
Caveats & Gotchas
- • Overrides UNavMovementComponent::GetPathFollowingBrakingDistance() and, by default, derives the distance from deceleration and braking-friction settings rather than a fixed value.
- • Only affects AI-driven movement through UPathFollowingComponent; it has no influence on player-controlled or root-motion-driven movement.
- • Returning too small a value causes AI characters to visibly overshoot waypoints; returning too large a value makes them slow down unnecessarily early.
Signature
virtual float GetPathFollowingBrakingDistance(float MaxSpeed) const override Parameters
| Name | Type | Description | Default |
|---|---|---|---|
| MaxSpeed | float | The maximum speed the character is currently moving at along the path. | — |
Return Type
float Example
Fixed braking distance for a slower-turning character C++
float UMyCharacterMovementComponent::GetPathFollowingBrakingDistance(float MaxSpeed) const
{
// This character type needs extra room to brake smoothly.
return Super::GetPathFollowingBrakingDistance(MaxSpeed) * 1.5f;
} See Also
Tags
Version History
Introduced in: 4.0
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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