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UCharacterMovementComponent::HandleWalkingOffLedge

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

Description

Called when the walking movement mode detects the character has walked off a ledge with no floor beneath it, and forwards an OnWalkingOffLedge notification to the owning Character.

Caveats & Gotchas

  • Default implementation only calls ACharacter::OnWalkingOffLedge — it does not itself change MovementMode; the subsequent fall into MOVE_Falling happens separately in the walking movement loop.
  • Only fires when transitioning off a ledge during MOVE_Walking, not when jumping or when explicitly setting MovementMode to falling.
  • Override this if you need extra bookkeeping (e.g. coyote-time timers) at the exact moment a character leaves solid ground, rather than polling MovementMode every tick.

Signature

virtual void HandleWalkingOffLedge(const FVector& PreviousFloorImpactNormal, const FVector& PreviousFloorContactNormal, const FVector& PreviousLocation, float TimeDelta);

Parameters

Name Type Description Default
PreviousFloorImpactNormal const FVector& Impact normal of the floor the character was standing on before walking off it.
PreviousFloorContactNormal const FVector& Contact normal of the floor the character was standing on before walking off it.
PreviousLocation const FVector& Character location just before it walked off the ledge.
TimeDelta float Time step for the move that caused the character to walk off the ledge.

Return Type

void

Example

Starting a coyote-time window on ledge walk-off C++
void UMyCharacterMovementComponent::HandleWalkingOffLedge(const FVector& PreviousFloorImpactNormal, const FVector& PreviousFloorContactNormal, const FVector& PreviousLocation, float TimeDelta)
{
	Super::HandleWalkingOffLedge(PreviousFloorImpactNormal, PreviousFloorContactNormal, PreviousLocation, TimeDelta);
	CoyoteTimeRemaining = MaxCoyoteTime;
}

Version History

Introduced in: 4.0

Version Status Notes
5.6 stable

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