UCharacterMovementComponent::K2_ComputeFloorDist
#include "GameFramework/CharacterMovementComponent.h"
Access: public
Specifiers: UFUNCTIONBlueprintCallablevirtual
Description
Measures the distance from the base of the capsule at CapsuleLocation down to the floor, using a line trace and/or capsule sweep, and writes the result into FloorResult. Unlike K2_FindFloor(), this ignores whether the capsule's own collision is enabled.
Caveats & Gotchas
- • Unlike FindFloor()/K2_FindFloor(), this does not care whether the capsule has collision enabled, so it can return a floor result even when the character's own collision is off.
- • This Blueprint wrapper clamps LineDistance to SweepDistance and both to non-negative values for you; the underlying C++ ComputeFloorDist() does not perform that clamping.
Signature
virtual void K2_ComputeFloorDist(FVector CapsuleLocation, float LineDistance, float SweepDistance, float SweepRadius, FFindFloorResult& FloorResult) const Parameters
| Name | Type | Description | Default |
|---|---|---|---|
| CapsuleLocation | FVector | Location of the capsule used for the query. | — |
| LineDistance | float | Max distance to test with a simple line trace from the capsule base; only used if the sweep fails to find a walkable floor. | — |
| SweepDistance | float | Max distance to sweep the capsule downward for the test. | — |
| SweepRadius | float | Radius to use for the sweep test; should be no greater than the capsule radius. | — |
| FloorResult | FFindFloorResult& | Out parameter that receives the result of the floor check. | — |
Return Type
void Example
Measure floor distance from a custom location Blueprint
Call Compute Floor Distance with a Capsule Location, Line Distance, Sweep Distance and Sweep Radius, then break the returned Find Floor Result to read Floor Dist. Version History
Introduced in: 4.0
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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