UCharacterMovementComponent::K2_FindFloor
#include "GameFramework/CharacterMovementComponent.h"
Access: public
Specifiers: UFUNCTIONBlueprintCallablevirtual
Description
Sweeps a vertical trace from CapsuleLocation to find the floor beneath the capsule, writing the result into FloorResult. This is the Blueprint-callable wrapper around the internal FindFloor() query.
Caveats & Gotchas
- • No floor will be found if collision is disabled on the capsule component — the call silently returns an unwalkable result rather than warning.
- • Internally calls FindFloor() with bCanUseCachedLocation set to false, so it always performs a fresh sweep instead of reusing CurrentFloor; calling this every frame from Blueprint is more expensive than it looks.
Signature
virtual void K2_FindFloor(FVector CapsuleLocation, FFindFloorResult& FloorResult) const Parameters
| Name | Type | Description | Default |
|---|---|---|---|
| CapsuleLocation | FVector | Location where the capsule sweep should originate. | — |
| FloorResult | FFindFloorResult& | Out parameter that receives the result of the floor check. | — |
Return Type
void Example
Check the floor beneath an arbitrary point Blueprint
Call Find Floor with a Capsule Location vector, then break the returned Find Floor Result struct and read Is Walkable Floor to decide whether the character could stand there. See Also
Version History
Introduced in: 4.0
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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