RealDocs

UCharacterMovementComponent::HasValidData

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

Description

Returns true if the component has both a valid UpdatedComponent and a valid CharacterOwner. This is the standard guard used at the top of most movement functions.

Caveats & Gotchas

  • In non-shipping builds with ENABLE_NAN_DIAGNOSTIC, it also checks Velocity and the updated component's transform/rotation for NaN/Inf and force-zeroes Velocity if corruption is found — so it isn't a pure read-only check in those configurations.
  • Custom movement mode overrides (e.g. inside PhysCustom) should call this first and bail out early if it returns false, matching the pattern used throughout the engine's own Phys*() functions.

Signature

virtual bool HasValidData() const

Return Type

bool

Example

Guarding a custom physics mode C++
void UMyCharacterMovementComponent::PhysCustom(float deltaTime, int32 Iterations)
{
    if (!HasValidData())
    {
        return;
    }
    // custom movement physics
}

Version History

Introduced in: 4.0

Version Status Notes
5.6 stable

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