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UCharacterMovementComponent::GroundFriction

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

Description

Friction applied while walking on the ground, controlling how quickly the character changes direction and how much it slides. Higher values grip the surface more; lower values feel slippery, like ice.

Caveats & Gotchas

  • If bUseSeparateBrakingFriction is false, this value also controls braking deceleration when Acceleration is zero, multiplied by BrakingFrictionFactor — it isn't purely a movement-control stat.
  • Clamped to a minimum of 0 in the editor (ClampMin/UIMin), but code can still assign negative values at runtime, which produces undefined movement behavior.

Signature

float GroundFriction

Example

Simulate an icy surface C++
void AIcePatch::OnBeginOverlap(AActor* OtherActor)
{
	if (ACharacter* Character = Cast<ACharacter>(OtherActor))
	{
		Character->GetCharacterMovement()->GroundFriction = 0.5f;
	}
}

Version History

Introduced in: 4.0

Version Status Notes
5.6 stable

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